Log 02: Still Catching Up...
- Kassandra McCormack
- Sep 28, 2023
- 2 min read
I also created a special Factions component so I could assign teams to different Pawns and prevent friendly fire. A Stats component would allow me to keep track of things like attack power and health.
Next I had to do research on how different Warriors games did their damage calculations and take a modified version of Hyrule Warriors damage calculation to work in my game. This part was surprisingly tricky as it required communication between both the attacking character and hit character in order to place the correct values in the correct place in the equation, but Unreal's built-in damage functionality only allows for the passing of a single damage float.
I then did some other basic mechanics such as dodging and jumping (which will mean I'll need to make aerial attacks at some point). The next challenge came from being able to guard as not only did I now have to calculate if the attacking character is in front of the hit character, but also change damage negation in the damage calculation and even change the guarding character's locomotion.
I then encountered an interesting snag I had not foreseen. Characters cannot inherently push each other around without sacrificing some of the movement quality I'm looking for. This is important because in Warriors games the player is facing dozens of enemies in front of them at a given time, and the player needs to be able to push enemies, at least the small fry, out of the way so they can actually navigate the map without having to defeat ALL of them. I got around this by making a simple bool that when toggled on will apply a force to the character when another runs into it. And as I'm writing this I also realize this will cause problems when the small fry (called mooks from here on out) clump together and then push each other around. I'll have to fix that somehow...
Continued in Log 03...
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