Thursday, 9 March 2017

Evaluation

To summarize how this unit went, i believe it has been extremely useful in developing my skills in terms of blueprinting to a degree that would allow further building to reach an professional and industry standard, the way it was laid out made sure that informative to what i was going to be doing/ learning and this meant that nothing felt pointless or a waste of time

things that went well was the creation of movement in the character blue print this was easier than i had thought in consideration that i have never done any form of character implementation, this doesn't mean that i didn't have any mishaps or slip ups since iv stated in my past stages that some thing were over looked and created problems for me at particular stages. But i believe this has gave me a large stepping stone to developing characters and implementing them to a industry standard which excites me and makes me want to pursue this form of blue printing a lot more.

This that i would of changed would probably be the use of my own animations and rigged characters since we used a free to use site to gain animations this created problems since it hindered the implementation in certain cases since the animation didn't match the rigging or cause things to look jarring and not very realistic, i know this was done for the unit since it based around only implementing a character but in the future i would like to make my own assets and animations to get an even higher standard of quality from my final piece. As well as this i don't believe i pushed my self enough to experiment with certain actions the character could do like implement a double jump or other things like this, this was down to time constraints but is something i would defiantly like to explore in the future.

Over all i enjoyed the unit and despite some mishaps i think it has turned out very well and has made learn some valuable tools i cant wait to take forward.


NPC Stage 8-9

NPC Stage 8 

This is the stage I went through and created collision capsules onto the boss' hands so that the boss is able to deal damage to the player, with this i needed to make sure that they wouldn't collide with anything else since this would create some physics issues like knocking the player across the map which is what i learned from some play testing.



 NPC Stage 9

in this stage i was meant to prepare for damage to the player but i continued it to completion so that the boss would actually damage the player, it was using 2 variables of damage and enabling them to take effect using the trigger boxes we had put onto our boss hands this made for the combat to seem a lot more real and fluid since no damage will be done unless the hands collide with the player.




NPC Stage 5-7

NPC stage 5 and 6

 This stage is about adding health widgets to the character and boss. I set the health bar to the character as 400 as instructed and set the boss' to 1000, this makes sense to me because in most games, the boss' health (depending at what stage of the game) is always generally a lot more than the player's. Next was just adding a few things to help combat progress and this was helping the boss re-find the player after facing away. This was basically just a small fix for the combat.



NPC stage 7

 In this stage I created a trigger box and referenced it to activate my boss which activates the distance check so that my boss works within my level and is fully functioning. This slide again, is just a fix for a previous stage and makes everything work as a whole. 





NPC Stage 1-4

NPC Stage 1 and 2

 Stage 1 and 2 for the NPC is the same as stage 1 and 2 for the character were I added a character and animation for a run in using a blend-space just like for the character, but unlike the character i did not need to set up animation for switch of weapons since my boss uses his hands as weapons and only his hands.






for stage two it was essentially the same,only this time it was for my boss instead. I added the distance check to my boss, this lets the boss 'spot' you in a way and lets it know where you are. this will also be used to set up what kind of attacks the boss will use depending on the distance so it wont do long ranged attacks while directly in front of the player.


 NPC stage 3 and 4 

This slide is about adding attacks to my boss, this step is basically the same as the one for my character but instead I left out the combos and made it so that my boss alternates between just two attacks for each distance check i had set up.


Stage 10-11

Stage 10 

In this stage we were asked to create a field of view effect using anim notfiy similar to the launcher i had done in the previous stage, this was something i decided against mainly for the same reason as the my decision for a camera shake since this was a very similar task and and end result, it just didn't fit thematically with what i wanted for my finished level and character design.


Stage 11 This slide was about adding dodges to my character, this was easy when using what we had previously learned in combos and launchers, since it was created from and animation montage just like the combo system but with adding a launch to make the character move in the direction of the dodge, 


i had some trouble with this but only aesthetically since it was hard to make it look realistic. Im glad i learnt this though since its become such a key tool to implement onto characters even in games today some of the best games still be released today use this mechanic such as the dark souls series and the newly released Nioh

Stage 8-9

Stage 8

 In this slide I added a 'jump' to my character by just using a jump force which lifted the character and made it look like the character is jumping. 

This step was hard just because it was difficult to match up the launch with the animation but after some experimentation I got it to a point were it looked reasonably okay. This problem was also apparent when creating my boss's jump attack since i needed the boss to be launched in the air as well as forward but after a lot of experimentation i got it to a point in which it didn't look too jarring or out of place.


Stage 9

 This slide was all about making the camera shake, I decided to take this slide out of my game because of the way it looked and I don't think it is worth the memory used for it. it was too jarring and i iv seen this kind of effect in industry developed games but they are the kind of games that are heavily focused on action and combat which is something i didn't want for my level and character. 

Stage 5-7

Stage 5 

Stage 5 was about adding together a series of animations to make attack combos in my game this was done doing something called an animation montage, a problem I had when I went through this slide was with the combo initiator and that it needed the setting of 1 when I had it set to 0 and after a lot of going through my settings back and forth, I finally realized my issue and the combos finally work.


This final picture is the fix i implemented to my troubles with getting the combo attacks to initiate.

Stage 6 

In this stage I just copied the blueprint on the slide so that my character would not start attacking until my weapons were switched, making it so that my moves worked properly and no animations were activated until they should have been.


Stage 7

for this stage i was instructed to make special attacks but once i got this blue print combo working i didn't like it and thought it didn't fit with my plat-former like aesthetic and so i decided to keep it to simple attacks as was already set up, this is a decision that even most professional in industry would make since things that are not needed just waste valuable space and memory when activating and this was the same reasoning i had for not wanting special attacks.