Posts

Unreal - Structing my weapon Creation workflow (WIP)

Image
  Howdy! This post I wanted to talk about my weapon system workflow. Previously I determined how to code combat animations into my game using montage (which hopefully no repercussions down the road), But that's only the beginning. Yes I need enemies and I need to code combat, But I don't want to have just one way to fight with my fists - I want multiple weapons! MANY weapons! And how do I get there? In board terms, this is pretty straight forward - I just need to make a data table with all of the weapons I want. When my character selects a weapon, they pull it from the data table, and pull the necessary data. EASYYYY.... right? Unfortunately it can't be that simple. For two reasons: one, The more data we try to compact into a data table/class, the more confusing it becomes. Plus, some data is not directly associated with other parts. For example, a weapon's Attack data only has a limited association with the animation. Different people using the same weapon might have d

Unreal - How to use Montages

Image
Howdy! So I've been working on an fps attack animation system, In particular, I needed to emulate a specific game I like very much Called Vermintide, that I mentioned in a previous post. My first post was simply me establishing how I an an individual could modularize animation creation enough so that it would be easy to add in new attacks. I focused on just deciding on the workflow I wanted to use. Now I want to see my combat in game - I need code in my Combat animations. And I want them to be as close as possible to Vermintide combat (for now). How do I replicate this engaging combat? There's a couple of key notes; Attack happen in sequences. There attack repeatedly triggers new attack animations. Each of these animations is it's own type of attack style (sweep, bludgeon, etc) with a specific hit pattern to match. I need a better example, but the point is you can switch attacks and to defense quickly How does this animation work? After creating the pawn, animation, and inp

Unreal - First Post!!! and Creating an animation workflow in engine

Image
Howdy! In the last week I started a new project where I wanted to build an fps combat system. I want to recreate my own version of of a particular Game I am fond of. PRAISE SIGMAR!!! But in all seriousness, I love the characters, the environment, and most importantly - the COMBAT!!! Warhammer Vermintide proves that you can have rewarding and strategic combat without it being super complex.  I want to re-create this game because I want to have the same combat but hopefully with my own characters, and try to switch the focus from being horde killing to being driven by more individual enemy combat, and maybe even more story driven. we'll see how far I get.  Before I could get to implementing the combat specifics, I needed to simply SEE the attacks - meaning, building the animations of attacking. How would this work? and how would these animations play into our Game Mechanic? I need to be strategic; in order for me to build up a game with a lot of novel weapons, I need to make a framew