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Paradox-01 (talk | contribs) m (a few thought on sockets and powerups) |
Paradox-01 (talk | contribs) m (few notes on powerups and sockets) |
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There's a big community, documentation and tutorials. | There's a big community, documentation and tutorials. | ||
If the demo is going to be extended it would be better to work with original/free content from begin with, sparing us IP concerns. | If the demo is going to be extended it would be better to work with original/free content from begin with, sparing us IP concerns. Old content is meant as placeholders. | ||
It supports weapon and h2h combat. Of course Oni's unique fighting style would have be re-written. But everything else should be supported by the engine. Particle, trigger volumes, wide environments, details characters. What else could you wish for? | It supports weapon and h2h combat. Of course Oni's unique fighting style would have be re-written. But everything else should be supported by the engine. Particle, trigger volumes, wide environments, details characters. What else could you wish for? | ||
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Beneath the Game Icon can be set however I couldn't spot its used location yet. Maybe it will show up later when the game gets "cooked". | Beneath the Game Icon can be set however I couldn't spot its used location yet. Maybe it will show up later when the game gets "cooked". | ||
====Difficulty==== | |||
Easy | |||
* -20%? health for foes | |||
Normal | |||
Hard | |||
* +20%? health for foes | |||
* foe class upgrade? | |||
Extreme | |||
* shorter reaction times of AI ("killmequick") | |||
* powerups on the ground can be destroyed quite easily by projectiles or heavy h2h attacks | |||
** ammo -> blast damage and fire | |||
** cell -> blast damage and stun effect | |||
** hypo -> little blast damage and a cloud of healing gas | |||
** shield -> major blast damage | |||
** invis -> blinding | |||
** LSI -> mission failed ? | |||
YOLO | |||
* Extreme mode plus when player dies he cannot reload that savegame. He has to restart at level 1. | |||
YOLO + | |||
* YOLO plus the games has never been played before. first play after installation. This is a secrete achievement. | |||
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:https://www.youtube.com/watch?v=YxVFChB3oxY | :https://www.youtube.com/watch?v=YxVFChB3oxY | ||
=====Reimports===== | =====Reimports===== | ||
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==== | ====Sockets==== | ||
You can't socket static meshes. Set them to be "movable". | |||
====Powerups==== | |||
If powerups don't spam the area they should fall to the ground after use. They should be throwable and kickable to attract the attention of foes. | |||
Maybe there should be a weight penalty to motivate h2h combat. As less items you carry around as faster, powerful and agile you are. Reminded to Ultra saiyan vs Super saiyan? | |||
'''Done stuff''' | |||
* All powerup "glowtex" textures has been recreated in higher resolution. | |||
* Pickup '''materials use emissive color''' to be actual "glowtex". | |||
* Pickup event executes a '''preflight''' to check for valid objects. For example it will determine whether your pickup slots for hypos are all full or not. In a second step only one of the valid pickups is added to the inventory. | |||
* Slots in the character skeleton will be used for further experiments. Pickups will be stored in belt and chest pockets. (Short one-hand weapons (e.g. pistols) are going to be holstered at the legs while rifles are put on the back.) | |||
* Powerups in sockets are scaled down and their glowtex becomes disabled. | |||
=====Glowtex functionality===== | |||
In Powerup BP: Custom event with boolean input parameter | |||
Other nodes: | |||
:Set Visibility (New Visibility) (target: glowtex Plane object) | |||
:Static Mesh Component-> AddLocalOffset | |||
:Powerup Item -> Add local Rotation, Set World Scale 3D | |||
=====Hyposprays===== | =====Hyposprays===== | ||
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* sounds ("cannot pickup more", "usage") | * sounds ("cannot pickup more", "usage") | ||
* health bar interaction (the pretty, circular one) | * health bar interaction (the pretty, circular one) | ||
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