Category: BSc3b

  • BSc3b Week 17- Final week

    Day 1- Morning Firstly I started of with changing the enemy AI to use navigation invokers to decrease the performance hit that would come with having a large nav mesh with a lot of enemies path finding constantly. Firstly these are the settings for the navigation invoker which only really relevant changes are the generation…

  • BSc3b Week 16- Enemies free roaming

    This week I worked on the enemies being able to free roam if they can’t see the player and added a walk/run animation for the enemy. Outside of the enemy I did add some target locations around the player (which are 4 arrows around the player) which is in case I want to change where…

  • BSc3b Week 15- Added weapons, attack animations and damaging/killing enemies

    For weapon models I have the sword, bow and arrow models (For if I have time to implement ranged combat for bow and arrow) from: Low Poly RPG Fantasy Weapons Lite | Fab For the attack animations I’m using the Stable Sword Inward Slash from Mixamo. This is what the animation montage looks like in…

  • BSc3b Week 14- Basic enemy AI

    This week was getting in all the basics for enemy AI being the nav mesh, pawn sensing and simple AI move to for chasing the player. I am mentioning the nav mesh as it did have to be configured slightly differently for my purposes as the level is procedurally generated the nav mesh had to…

  • BSc3b Week 12/13- Testing room spawning and adding enemy spawn locations for all the rooms.

    Week 12 was testing the room spawning more which I didn’t make any changes to how it works and adding an enemy spawn location to every room with then week 13 fixing the enemy spawn location. This is the spawner object in the rooms parent class it’s just a simple plane which I have moved…

  • BSc3b Week 11- Room generation bug fixing and working on validation

    https://blueprintue.com/blueprint/na2gv8wj Final changes to the rooms parent class all are now ordered the checking if the overlap is the player first then do once into the spawn room which now only takes in the spawn arrow and spawned from. Finally the most important change in this is disconnecting the back exit check as that I…

  • BSc3b Week 10- Refactoring all rooms to a parent child structure and spawning working from all directions

    All the rooms have had there parent class changed to a new class RoomParent which now holds all the logic for all the exits instead of all the same copy paste in all the different rooms that it was before. For changes there isn’t much to this now the spawn room includes an orientation in…

  • BSc3b Week 9- Infinitely spawning rooms straight ahead working.

    This is the same logic as before in all the rooms just the spawn room is passing less values with it now only taking the room number and spawn arrow removing the redundant player character and spawn room parameters. https://blueprintue.com/blueprint/rzkgwqyu This logic is mostly the same as before just using an array of only the…

  • BSc3b week 8- Beginning procedural generation

    This week I begun work trying to get procedural generation working at least from the starting room. This is the logic in each room blueprint which is the same for every exit. This has a do once to only ever call the spawn room once then if the overlapping actor is the player calls spawn…

  • BSc3b week 4- Global Game Jam