Haste Style & Strike Style Movement & Mechanics
Firstly I started to work on how I think the game should play and how I want the player character to move around the game's environment.
Haste Style
Haste Style & Strike Style have movement speed differences, Haste Style you move a lot quicker and if you hold down the right trigger on a controller you can sprint and move even quicker. |
While in Haste Style you can jump and double jump. If you press the B button in mid air you will slam towards the ground, which will be used to break objects and as an attack. |
Holding down the left trigger in midair will activate the characters hover boots. |
Strike Style
Holding down the right trigger during Strike Style will cause the player to shoot with their weapon, right now this is shown in game as a line trace. |
Some target practice to check hit events. When a bullet hits an enemy they will take damage until eventually being defeated |
AI
Not dabbled in AI before so as a start I've got some simple AI behavior patterns working that can be used for some enemies.
Chase AI is a pawn that attempts to follow the player wherever they go. |
Pause Menu
I also added a pause menu to the game that will show certain game stats as well as provide the player with other options such as viewing the level map, checking their equipment, checking item info and quitting the game.
Pause Menu Mockup in Photoshop |
Pause Menu in-game |
HUD
Lastly I did some HUD work involving getting a working health and armor bar along with the strike style crosshair and the currency counter.
Modelling the Player Character & His Weapon
Along with the unreal engine work I have finished modelling what the player character will look like. He's ready to be rigged and animated.
Here is the gunblade weapon that he will use. |
Epic
ReplyDeleteBut is it an epic win?
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