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Final evaluation
Overall in this project, I have gotten a LOT of things done. I’ve made multiple characters with different abilities, enemies to fight, an inventory system, cutscenes, conversations and did my first real writing for a script. I am very happy with how the project turned out, but, as with any project there are things I wish could have gone better. First of all, the game’s story is conveyed much worse than I wanted to. This is mostly due to a lack of development time, as while I had everything I needed to convey the story, I didn’t have the levels to convey it in. Another issue I have with my game in its current state is the lack of audio variety. I spent so long coding all the mechanics and never actually gave myself any time to make audio assets. Last but certainly not least, is the lack of communication I had with those I was working with, having only really began communicating properly in the latter half of the project, leaving them with little to go with for the start. The tools used in this project, which mostly consisted on just Unreal engine had very few issues, although if I were to do this again, I would create backups more often, especially at the end of a day, so if I were to have a corrupted version, I would only lose anything I had already done in the same day, so it would all be fresh on my mind, as opposed to things I did yesterday or a week ago, when it comes to other gripes I had that I would fix if I would do this project again, there is one in particular that I think is most important, that being my communication skills. If I were to be doing this again, I would communicate with my artists properly, actually telling them the assets I needed so that we could properly be working together from a sooner point. Another gripe I would rectify is my lack of time spent making audio, I would therefore spend a couple of hours making some audio assets prior to coding, so that I could set them up during the coding, rather than putting it off constantly thinking I can add them at a later date. With another chance to do this, I would also be able to begin level planning much sooner, allowing me to convey the story I had wrote in a much clearer way, as I would actually have the time I need to convey said story. In exchange, I would spend much less time on enemy ai creation, as I believe focusing on the basics of the game first would lead into a much more balanced story Despite the hangups along the way, I do think this was a very helpful project, as making such a large scale project truly taught me how important managing your time when put on a deadline is, as well as how essential it is to complete your baseline before moving on to other things. Overall, while I did not create the concise gaming experience I wanted to make, an RPG truly has a lot that is needed in it, and I learnt a lot about all of the basics that are required for a honest to goodness RPG
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Implementing a ranged attacking enemy
when implementing a ranged enemy, I can use my ai base to great effect to allow for detection of when the player is in a certain range. Reusing my dashing ai, I used the radius where the dashing ai would start strafing as a start point, making it so the ai would detect when the player is nearby, then walk in the opposite direction. Unfortunately I had a lot of issues trying to figure out why the AI kept losing sight of the player, eventually after a few hours where I ignored the issue and set up the bullet ai, (all I needed for that was to make an ai that when created would find the location of the player then move to a location ahead of that. I spent a while trying to get bullets to overshoot, only to realise that I messed up the forward vector on the bullets, causing them to only take the forward vector, and not the vector of where the player is stood too. The enemy character doing the shooting is still losing sight of the player for no reason however��
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Implementing a second character, ultimate and Ability 3
Continuing on with implementing the second character, I started by taking the code that checks whether the player character has enough charge to use the ultimate from the first ultimate and turning it into a function for reusability sake like so
The outputs are then used by the attacks to see if they should be activated or not. It was at this point that I realised my mana deducting code wasn’t checking to see if the ability was on cooldown before deducting mana, so I added a check for it like so.
With that sorted, the ultimate could easily be implemented with just a few blocks.
That’s really all it needs, it is a very simple ability. To add a bit more risk and flare to the ability, I changed it so that it has a short delay where the player cannot move before activating said restorative abilities, as well as making it sure the ability declares itself as being the “current action” for the sakes of animation, so when I get the ability animation I can implement it. During this testing, i realised that mana was still being unnecessarily consumed, if the ability was cancelled due to being in combat or channeling another ability. I spent time trying to find work arounds, but eventually realised that this could be easily sorted by just making the reduced size code call the mana deduction after completing like so
This means that the code will only run if the ability successfully completes. With that sorted I decided to work on the final ability for the second character. This ability will teleport the character a short distance. The challenge comes from getting it to not teleport through walls. It was while developing this that I realised much of the substring code I use to divide an ability into its parts could have been part of a function, allowing for easier reusability, but at this point it doesn’t matter. Implementing the teleportation and the wall checking is surprisingly easy using a line trace, as most of the things that the player should be able to go through are overlappable, all I needed to do was get a forward vector of the player than check if the distance can be made, if not I teleport to where the hit event took place. The bigger issue comes in trying to teleport through cutscenes. These are meant to be overlappable, but should also not be skippable. There are a few methods I could think of to fix this 1) make cutscene triggers big enough that the player can’t teleport through them This has the benefit of not needing any extra code, but limits what I can and can’t do with cutscenes 2) make the cutscene triggers turn non overlappable when the player blinks This seems much easier, just requiring the cutscenes to bind to an event, and is therefore the direction I started with for this issue I quickly realised however that changing the actors to not overlap did not fix the issue, and they still would not trigger line traces After several minutes of testing, I eventually asked a teacher, whereupon I was reminded that I can simply tick the “sweep” option in the teleport, whereupon the overlap will trigger anyway, with this sorted, as well as a bit of code to make the cutscenes teleport the players back to the cutscene, and its sorted
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Implementing a second character
When writing my project proposal, I made it a goal to have at least two characters, and some kind of way to progress and make your character stronger. The latter of these can arguably be said to have been done with the item system, but I still need to implement a second character. To begin with, I decided to make the player change colour when you are playing as the second character. This is a temporary measure I’m doing until I have proper art assets to make it easier to distinguish the two characters. To do this, I first had to enable the ability to see developer assets, so that I could actually see the material that flipbooks use. To enable it I just opened up a blueprint, then looked at the dropdown menu for choosing a material. After ticking “show developers content” I was able to see “MaskedUnlitSpriteMaterial” like so
With this done, I found where this material was being saved in the content browser, then made a copy for my game. When first trying this I tried to drag the original copy into my game, which completely crashed unreal engine. after reloading and repeating the steps properly, I could safely make a duplicate of the material I quickly realised that this would be slightly more complicated however, as, I needed to get a copy of the sprite texture “dummy sprite texture”, so I could make edits to the colouring. After doing all this, I realised that this did not actually work, so I abandoned the idea and spoke with my partner about getting some art for the character, which they told me would be done by Thursday. With that all sorted, and very little gained, I moved on to implementing the character. First things first, there were two main things I needed to care about Number 1: this character used a resource called “mana”, a resource otherwise unused by the first character. Number 2: due to said mana constraints, this characters abilities would need to have a mana cost baked into the ability tag. With these thoughts in mind, this characters ability tags are structured in the following way __$__£___=___[___ with the part between = and [ denoting mana cost, and the part afterwards being what distinguishes any extra information. It should be noted that ultimate abilities do not cost mana, as they cost ultimate charge instead. With this decided I quickly thought up a basic starting set of abilities Ability 1: a basic projectile dealing low damage with an even lower cooldown, costs little mana Ability 2: a large cone shaped attack, dealing high damage, with a long cooldown and high mana cost Ability 3: a short range teleport. its clear already that this ability will need to use some traces to stop the player getting out of the map. Ultimate ability: Restoration, fully restores the players health and mana. This is the only way to gain health and mana outside of specific rest spots. With the abilities decided, I started on making a way to represent the player’s mana and health, finally deciding to add a health bar. I also decided at this point that the player’s indication for when ultimates are charged would be symbols, but did not add any implementation to allow for it to be shown, deciding to add it at a later date. The bar implementation was done easily using unreal engine’s Progress Bar widget element, simply needing me to make the enemies call a dispatch when they hit the player, so they player can update their widget with their new hp. With this sorted, I moved on to implementing the new ability structure for mp consumption. All that needed to be changed was to add the following to the ability check for mages
With this, mana can be saved and we can apply the abilities as is needed from one ability to another. When implementing the second characters first ability, all i really needed to do was get the code from my ultimate attack I already coded, set it to scale on magic rather than attack, remove the knockback mechanic, then make it to destroy self after dealing damage. The only issue I had was with the enemy not turning towards the projectile when hit, but I realised eventually it was because I was setting the source of the projectile after making it check for the source of the projectile. With an ability set up, I worked on checking for mana costs, as well as deducting mana on ability use
Checking for mana
Deducting mana With this sorted, I moved onto the second ability. While the first ability was practically a carbon copy of an ability that already existed, producing a cone may prove to be a bit more difficult. Is what I thought until I remembered unreal engine had a cone shape built in. While developing the cone, I also changed how I handled mana reduction, placing it just before the spell about to be used like so.
This means I don’t need to remember to reduce mana for each ability, it does it automatically. When adding the cone attack, there were two issues I had, the first being rotation problems and the second being the spawn issue again. The rotation problems had the cone spawning with terrible rotations, usually pointing down at the floor rather than expanding outwards like desired. This was sorted by simply adding some additional rotation to the cone. The second issue was slightly more complicated. When an object spawns directly on top of an enemy, it does not trigger overlap events. This was fixed by simply having the cone check for current components underneath it and triggering the overlap event manually on all the components like so
With this done, the cone is in an acceptable state. With 6 minutes left in the day, I do not believe that I have time to implement the final two abilities. Thankfully these will not be difficult however, as the ultimate simply sets the health and mana stat to their maximum, while the blink shouldn’t need much more than a line trace. After finishing those, I will move on to making another type of enemy, one that shoots slow moving projectiles at the player until they are killed. This enemy type will be easily countered by the new characters abilities, making for a good mix in usages. In addition, I made it so if the party only has two characters, pressing space bar will toggle the current character, by checking the array the characters are stored in and acting if there are exactly two.
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to do
Refinish the blank navigation for the stats Implement the new walk cycles Implement ability equipping
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reimplementing my stat system
While reimplementing my stat system (see “an issue” for why I needed to do this) I noticed some oversights in how I was handling the repetition for blank spaces. Previously, I simply skipped the if statement checks and ran the code twice. This causes issues when there are more than 8 objects in the array however, as the cursor will move upwards but the inventory will not scroll up too. This is a simple fix however, as all I need to do is make the second sequence (see where the mouse is in the image)
reset the input, by doing this, it will scroll upwards properly.
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A lesson learnt on the importance of backups
I have discovered today that my saved work has been corrupted. This is an unfortunate but not unexpected development, and one should really always be prepared for it. thankfully in this case I was! At the start of the day, I made sure to backup my data onto google drive. This means that I lost a grand total of one day of work from this travesty. While this is certainly an annoyance still, all the work that was done had blog posts made on it, so it is not too difficult to recover the posts Implementing my stat menu and Importing my partners animations were both required to be recompleted.
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An issue
I was originally planning to work in unreal engine today, but for some reason I cannot get unreal engine working at home. I will reattempt this after downloading some other versions of unreal, but I am unsure if that is the problem or not
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TO DO AT HOME
get the remaining walk animations set up do some work getting abilities to equip
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Importing my partners animations
Having finished the walk cycles for one of the characters, my partner sent them over to me to add into unreal. With the spritesheet, I proceeded to do all the normal things, adding paper 2d textures, etc, but then came across an issue. The spritesheet was not lined up properly. This would be fine if the sprites were all the same size, but as they were perspective sprites, this was not the case. I promptly asked my partner if it would be possible to line them up, which they did, although it looks like the program they were using made that more awkward than usual
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Implementing a stat menu
I decided that it was about time the player had an opportunity to see their stats. There were two main ways I thought about implementing this. 1) using the already existing inventory system, add the players stats as a separate tab 2) make a new widget with a new button to create it, which displays the stats. By choosing option 1, I realised I was allowing the player to select “info” on the stats, as well as equipping them. This in itself is a bad thing, as they should just be for viewing, but then I realised that this could be used in a multitude of ways For starters, by allowing the player to INFO stats, they could see exactly what the stat does by spawning text explaining it, i.e telling them magic improves some abilities, while attack improves others, explaining that abilities that use magic cannot usually crit etc. This is in addition to another plan I thought of. If I am adding the stats to the page, why not add the abilities too? This allows the player to quickly see what abilities they have access to, as well as use INFO to see what they do. This came with another epiphany, that I could use this menu to display other abilities the player has unlocked, then let them change the abilities out for other ones. (checking to make sure they aren’t in combat first so they can’t abuse this to juggle cooldowns) When planning this, it all began coming to place in my head. I could make a function that sets the array the menus pull from with all the required text, then when they info on a stat, I could use substrings to separate the word of the stat from the number, by structuring it like “HP: 30″ , using the : for both looks and separation, so that row names can be distinguished easily. I realised that there would be issues with only showing the name part of the ability in the array the inventory used, but then dismissed this issue, as I could use the name to search for said part in an array in SaveData saving all known abilities like so
-While the inventory would only have the word “slash” saved for instance, by searching this array for an instance of the word slash, I can get the exact ability I’m looking for. With this planned, I began working on the code, starting with the function. This function goes through each of the players stats, and adds it to an array called “StatsToDisplay” which is then saved to the widget to determine what gets shown.
Initially, this did not work as intended, but I realised eventually that the widget was checking for blanks in a prior location in order to replace blanks with “---”, this check has now been changed to check that the current menu is not “player” before doing so, and should no longer be an issue. This could be an issue if there are blanks that actually should be blank, but it is an easy enough issue to fix by just checking an additional time
With that, the starting stats started being shown, well they should have been but I realised that the if statement was plugged into the wrong thing, so I had to fix that first
The stats now appear, but menu navigation needed to be configured for this, as it checks for which menu is being viewed in order to check that variable specifically
Thanks to what I already had set up, this small block highlighted here is all I needed to add. this was added in two separate locations for both the down and right inputs. With navigation done, I planned to move on to making the info button work, as well as making the “equip” button not work/ appear if the object being interacted with is a stat, but my partner sent me some art assets so I worked on implementing those instead. After handling the art assets for a bit, I returned back to this, adding the ability to use info, as well as some checks to block the player from equipping stats
At this point, I needed to actually set up descriptions, so I began doing that. It was during this that I realised that the dashes that I use to seperate the stats from the abilities are selectable dashes. I briefly thought of just allowing them to be selectable then making sure that inputs trying to get INFO or equip them would do nothing, but then I decided to make it so they get skipped. This was done by making each move event check to see if the next space would be a --- by using the inventory widget’s variable, then if it is voiding the input. For extra convenience in menus, I made it check to see if a double input would put the marker somewhere that isn’t a ---, then if it is it inputs the button twice to skip the blank While writing the descriptions, i was also reminded that my goal of keeping translation possibilities open was accidentally forgotten, as the short form for attack is probably not atk in other languages for instance. Due to how this was set up however, I would need to restructure quite a bit to fix this. In the case of these stats, the info could explain in other translations that these stats are short form for (insert fantasy term here that fits the language), which means __ and have it work out fine. With the descriptions written, I just needed to copy paste the code I used for info descriptions for armours then I was done. There were some issues that came up however. First, I seem to have forgotten to change something in the equipping armour section, causing it to not work at all. Second, the stat changes from weaponry (which was working) wasn’t being represented in the menus. I realised this issue was because one of the stat calculations was accidentally adding defence, rather than attack. the armour issue was fixed by simply re-importing the attack equipment code (which was identical with a few exceptions) then fixing the exceptions. Said exceptions being: Making it reference the Armour array rather than the Weapons array Making it reference the Defence stat rather than attack stat. Making it use the “armour descriptions” data table rather than the weapon descriptions table. With that sorted both of these bugs are fixed, and I moved on to the harder part, allowing for equipped items to be viewed. For this, I would need the following A way to indicate which abilities are equipped, easy enough by listing them immediately after stats in the array. TBC
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Checking in with my planning
Prior to this project, and at the beginning, I did a lot of planning on what I would be spending my time on. This came in the form of timelines, conversations with my partner and the prep work I did in previous projects for this project in particular. For my timeline
I originally expected things to go faster than they actually did, a running trend when I make these timelines. I expected that after making one characters ability kit, it would make setting up other kits much easier. In the original plan, I did all the character creation at once. there are two ways this fell through. 1) I have only done one ability kit at this point, this is mostly because I wound up challenging myself to do the cutscene implementation things, leading to the cutscene development to be done earlier, while other characters got mostly shifted to the wayside. 2) in the original plan, there was going to be 3 different characters. My partner, the artist, has expressed that this will be too much work for them, which I entirely respect, so there will only wind up being two characters, with Sharle/ the mage being given healing in the form of and ultimate ability, while Kendall is mostly irrelevant, being practically written out of the much shorter version of the game that has been developed. Overall, the timeline was too optimistic, but is a good reference to use on what I can still add to my game. The conversations with my partner were mostly done in person, so they can’t really be shown here but the general idea was for them to do art while I code (which is still the case), and that they would be doing a lot of character designs and world art assets. From what I have seen, they have ultimately done a few character designs and no art assets yet, but in all fairness, they have been off ill often, I can’t expect too much of them. The work they have done has been quite decent, with them ultimately adding their own feature creep in different areas, adding diagonal movement options to the player character models they have actually made. Ultimately my specialty is in the programming, so it isn’t too much of an issue for me. The prep work for this project, being the text engine and combat engine produced worked as decent foundations, or as decent as a mixture of mud, sticks, stones and a portion of cement can for a skyscraper. That is to say, it worked well for speeding along construction, but did not ultimately help with stability as much as I’d like. This is mostly because the code used was ultimately flawed in places, as is all code when looked back on from the same programmer in the future. As the project continued, many of the methods I used were either revealed to be inferior, or in some cases overly convoluted, leading to me needing to go back to fix things, or in some cases duplicate the actor the issue was on, so I could have a version with the problems fixed while still having the old blueprint as a legacy so that the other flawed blueprints that depend on that specific flaw can still work as intended. Despite this, I would still say the prep work was quite helpful, as it allowed me to work on the newer things I wanted to work with, rather than just remaking older boring things in a more efficient way.
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Research into the wider world: magic
magic in mythology and fiction comes in a wide variety of forms, from the wands of worlds like harry potter, the One Power of the wheel of time series, to systems more loosely described as magic like Avatar: the last airbender and full metal alchemist. Generally, magic systems tend to be split in quite a few ways, with western and eastern cultures having quite different concepts on what magic can be. Western magic systems tend to emphasise the individuals own strengths more, with the magic coming from within the individual to influence the world around them. fantasies like lord of the rings and western superhero films show this off quite well. Meanwhile on the other side of things eastern magic can be seen as using the world and environment to shape the world, whether it be calling on spirits, in mediums like “the ancient magus bride” , or using something that is already in the world like, once again Avatar. it should be noted in the last example that the exact location that a magic system is made does not denote whether it is eastern or western, rather the concepts that a system is based on. Eastern shows can have western concepts like “my hero academia” where each individual has their own strengths, and western shows can have eastern concepts, as Avatar shows very well. Western style concepts can also but emphasis on gaining power through study, such as dnd 5e’s wizard class, while eastern style focuses more on the “inner self” and having a spiritual understanding and rapport with the world around them. In my game, I believe that I have gone with a more western style system, as the powers that the player uses grows overtime as the player levels, allowing for new things to be unlocked and used. While researching magic systems, I also came across the concept of “hard and soft magic systems” (here’s the web page for bibliographies sake: https://www.campfirewriting.com/learn/how-to-choose-between-a-hard-or-soft-magic-system) . This concept determines the limits and how much is known about a magic system, with soft systems being vague with just how much can be done magic wise, while hard systems having clear limitations set in place. this is an interesting concept, as while the player will very clearly have hard limitations due to the limits of how the game is made, NPCs would not need this limitation. In an ideal world where I keep on developing this game, I would have liked to go with a Soft system, with enemies employing all sorts of different magic types that the player would only have to wonder exactly how they can do it. With the time limitations however, I believe a Hard system is more fitting, having direct limitations onto what a spellcaster can do, requiring allies to assist in charging their strongest spells with their adrenaline, as well as only allowing a narrow pool of magical abilities per person, explaining why some can use healing spells, others offensive spells, while others have practically no magical ability. overall, magic when looked at through an objective lens still has many interesting facets to look into, the sheer creative freedom that abandoning the ordinary provides allowing for all kinds of beautiful stories to unfold. While my magical system could be described as simple at best, I am excited to see where i can take it in the little time I have
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Research into the wider world: swords
All of my research so far has been into other games, some of similar genres, some in alternative genres, but all into videogames. When researching for my game outside of videogames, there are two main avenues I care about. Swordplay and Magic. Swordplay can be found in a variety of different medias, from sports to movies, whilst magic is represented in all sorts of cultures around the world. To begin with, I started with swordplay, looking at fencing and kendo, but quickly realised that they weren’t going to. cut it. Fencing was certainly the least helpful of the two, as it seemed mostly defensive, waiting for your opponent to make a move or mess up then capitalising on it. This is fun for games designed around it, like souls games or games like Furi who focus a lot of the gameplay on it, but for an action game like mine this is not all that helpful.
Kendo on the other hand was a bit more helpful. The sport seems to mix charging at your enemy with jabs and move tactical movement abusing the 3d space, able to try to outmaneuver the opponents jabs and get around them. All of this sounds like great inspiration for an enemy type, some kind of intelligent humanoid character wielding a sword or spear. They will circle the player, periodically dashing to one side of the player and trying to get a jab in, or straight up bodyslamming the player attempting to stun them if they try to use some kind of charging move. This enemy type would naturally be very weak to ranged attacks though, giving the player options to combat them. Looking at famous weaponry on sites such as “https://www.history.com/news/knives-that-changed-history” on thing that surprised me was just how prevalent smaller and shorter blades were. It occurred to me that the reduced size must’ve made it much easier to target specific spots. This would naturally translate quite well into my game, as the player is capable of getting critical hits. A weapon with reduced range but increased critical chance, critical damage and move speed could make for quite the interesting piece of equipment. The hooked shape of the khopesh interested me as well. Hooked weapons had the benefit of being able to more easily disarm an opponent in a clash. While I would prefer to not have to code an actual disarm mechanic, I already have a mechanic fairly similar to it: stagger. A weapon that does increased stagger damage to humanoids would not be too difficult to implement. I’d simply need to add a “humanoid” tag to enemy types that are considered human, then give the weapon a property where they check if the enemy has a humanoid tag, increasing stagger damage dealt if they do. Overall, real life weaponry gives a lot of ideas, but the actual execution would need to be found elsewhere. This is mostly because the characters and concepts I would like for my game are more fantastical than what one can find in the real world. Looking at animated media, A few extra things can be noted. Looking at sword slashes look a lot more fancy. Attacks having higher range (via seismic waves and such) looks fancy and flashy Any kind of movement with backflips or quick sidesteps just looks so much better. These general notes give a few ideas. 1) weapon attacks that extend beyond the actual weapon in magical ways thanks to enchantments or specific abilities 2) some kind of sidestep ability that gives invulnerability frames but isn’t meant to be used aggressively like the charge With this research done, I looked into magic from cultures around the world
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MVP complete, what now?
At this point, I have now completed everything that I wanted to get an MVP, as I now have combat, an inventory, and cutscenes and conversations. To go even farther, there are a few things I can do. Add an xp system. shouldn’t be too hard with the exiting combat system. Add a way to see stats. Preferably interface it with the current inventory system I already have set up as its own category. Add more enemies- I may have AN enemy, but variety is the spice of life, or in this case, an interesting game Add a second character- as mentioned earlier, more variety is a good thing. Also I wrote about making a second character in my project proposal and I still plan to make it. As my partner does not want to make a third, the second character will be the healing and supporting character More abilities between the two characters, allowing the player to choose. This is interesting as it allows more options for the player. I already have the groundwork for this, so it shouldn’t be too difficult. This too could use the menus, i would just have to make sure that the player can’t switch abilities out while in combat.
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General improvements
I decided to work on some small improvements before showing my game to others. These improvements are: a small arena that infnitely spawns enemies The “choosing name” beginning looking better, so it doesn’t just show the player teleporting everywhere. To do the latter, I made a large plane, then set the material to one with no detail. This allows the teleportations to not look like anything changed. This caused some issues with navigation however. in the end they were fixed by resetting the nav mesh, then setting the agent radius to a lower number to stop other navigation issues. the small arena just required an event dispatch attached to a spawner, with the spawner spawning enemies on a event timer, nothing worth screenshotting. With this done, I tried to move on to the equip code, but I got distracted with the double press to confirm bug. I realised that I could fix it by making it check if the line given was the last line, and that it had all been posted right at the start of the code, stopping the double input. Unfortunately this revealed another issue with text that was multiple lines long, as while the conversation would end and movement would be returned, the widget wouldn’t hide like with a single conversation. I eventually realised I had used “line output”, rather than “text output” to detect things, leading to the issue. With that the double input bug was fixed. With this done, I finally continued on the equipment code finished up the equip code then began to do some research.
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For Tommorow
In the Collapsed graphs, where all the calculations for changing equipment is, right at the end you need to go and change the string variable for the names so that the equipment can understand when it is and isn’t equipped. Don’t forget you need to do this for the weaponry AND armour. Once that’s done, make a little combat set up. A large circular area with warnings about arenas and such on signs. After entering, spawns enemies infinitely - mostly just there so people can combat test. After that, Continue making the tutorial area, look into making cutscene actors spawn the actual enemy right before they delete themselves, so we can have that spin attack tutorial
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