Independent Project #2

 

Today was mostly spent working on my prospectus, I have added a risk assement, equipment list, Gantt Chart and an ethics statement. I've also done some more general polishing to my game's core mechanics and fixed the error from last week with Body and headshot damage on enemies being the same. Rather than there being a damage multiplier on the Enemy Blueprint it has been moved to the FireWeapon Function on the Blueprint for the player so that when an asset has the 'Head' tag associated with it takes a predetermined larger amount of damage than a bodyshot (Fig. 3.). I also added an admittedly crude 'Ragdoll' to the enemy before it despawns after being killed (see Fig 1.) and I fixed an issue with the enemy where if the enemy lost sight of the player it would stand-still. To remedy this I removed the enemy's sensing ability so that it just goes straight for the player now. This removes any stealth capabilites from the game but that was never/ WILL NEVER be considered as a feature or mechanic as Horde-based shoot 'em ups ALMOST NEVER EVER HAVE STEALTH MECHANICS as the game is meant to be fast paced and a test of endurance as an incentive to gain points and be mobile, not hide in a corner. (Fig. 2.)


Fig. 1.

Fig. 2.
Fig. 3.



Pictured: A gang of Test Enemies picking on the New guy


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