Made a mushroom wizard enemy. Might add more hard surface details to the bug portion later…but I think it looks fine for now. I’ll move onto attacks and animations for it, and polishing the combat in general.
Anonymous asked:
Made a mushroom wizard enemy. Might add more hard surface details to the bug portion later…but I think it looks fine for now. I’ll move onto attacks and animations for it, and polishing the combat in general.
Though the petals are flat, I used mesh particles so they can rotate and float through the air more naturally. The petals on the ground are just subdivided planes with alpha cutout using vertex colors. I’d like to revisit it at some point and come up with a better solution. I’d like to better hide the clipping if possible.
I made a small 80 triangle grass clump mesh to test out pivot painter. The idea with pivot painter is that one static mesh can use the pivots of several smaller meshes to move them on an individual basis, which is useful for foliage. This combined with instancing the meshes can create dense areas of interesting foliage with little resources.
Below you can see the complexity of the scene. Due to no alpha map being used there is lack of overdraw and therefore the shader complexity is low. There are areas of dense polycounts but it shouldn’t be a problem with instancing.

A “rough draft” of some tilting platforms. For polish I need to round out the edges and add a sort of middle pillar for the platforms to balance on. Maybe make them wobble a bit when the player is not standing on them.
Programmatically speaking, the platforms are fairly simple. The player character sends an interface call to any object it lands on. When the tilt platforms receive this call they begin updating their rotation based on the horizontal distance the player is from the center of the platform, on both the X and Y axis using “Map Range Clamped”.
Spent some time polishing basic attack strings. The ground combo may be a bit sluggish so I might increase its speed after I test it some more. The good thing is I use montage notifies to trigger when sections end, particles play, or when the next section should be allowed to continue if the player presses the attack button again. So even if I just increase the animation montage speed everything will scale accordingly.
An electric shockwave attack that is initiated in the air and spreads out further the longer the falling distance is, so you want to use it high up in the air if possible. The shockwave knocks down any smaller enemies that are hit by it.
Using fresnel I added an orange emissive glow to indicate a superarmor attack (can’t be stunned out of attack state). The dodge move can cancel your attacks if you find yourself stuck attacking at a bad time. Some people frown upon having immune frames at the beginning of a dodge attack, but I think it gives the player more freedom to play aggressively and allows for more tough but fair enemy attack patterns. There are no i-frames at the end of the dodge, so its important to think about where you’ll end up when using it.
Still working on adding more electric centered attacks for the Thunder Helmet.
Anonymous asked:
Thanks for the kind words, means a lot! I have not posted on the forums but I’d like to do soon.
Since the player sees it so often the hit spark particle effect should probably look a bit better than this but its good enough for now. At the moment the damage doesn’t differentiate between friend and foe but its fun to watch the enemies beat each other up.
There are two different components for dealing and taking damage so I can just add an Enum marked “friend” or “foe” to both the outgoing damage and the incoming actor and negate the damage if the values match. This could also be used for healing, and a charm effect could be done by switching the outgoing damage value.
Hornet enemy. 1184 triangles. Might add some more details or lights but its fine for now.