Devlog #5 - Bulding enemies' logic and weapon system

posted in Blunders
Published September 30, 2018
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     Hello, everyone! This month was my first in new city and it was a little bit scary at the beggining, but I've used to it and now everything is great. I've managed to create rough logic for every type of enemy so far. This means that each  type of enemy functioning like it should, but nothing more. Sometimes their actions looks very stupid and not natural because they just following core logic. But this is great, because I have a good base for all enemies and now I will expand their "mind" by adding more code to AIControllers. Also by making 7 types of enemies I've established forflow wich will help me to add new enemies very eazy, so that means that it will be not very comlicated to add new types in future. But during creating enemies' logic I've discovered that behaviour trees in UE4 not very useful for me. I don't want to criticisize Unreal, but maybe this system heve some hided features, maybe I didn't study  it well or maybe something else. So I don't use behaviour trees at all and make logic only by character BP and AIControllers.

     Also this month I've made a weapon system and simple menu. Character has two weapons: primary and secondary. You can change only secondary in menu before enetering level. Each weapon type has it's own fire type, damage, recoil, spread. But for now shooting not very complicated and recoil effect is very simple. I've added all types of wepons execpt a shotgun, because I've made a model for it and after looking on it in engine I've realised that it is ugly and can't be in the game, so I need to redo a model and made a logic for it. 

Here some video clips:

2018-09-30_21-39-56.mp4

P. S. I will not show enemies because a lot of them are in very very bad shape and it's ashamed for me to show them, but I hope that I will do it the next month.

2018-09-30_21-28-32.ts

Previous Entry Devlog #4 - Enemies
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