Thursday, April 20, 2017

Boss Battle Analysis

Boss Battle (The Legend of Zelda, NES (2-headed gleeglock, gohma)

-Battles are in wide open area, all props are off to the side and against the wall for the majority
-generally have weakness/ weak spots
-drop some kind of reward
-Classic boss battles seem to be shorter than modern ones/ enemies have lower health/ heroes have greater attack
-Bosses either don’t move/ or move a lot, smaller enemies tend to move a lot, larger tend to move very little
-Multiple angles/way to attack the enemy
-Ugly
-generlly set up to be guarding something, a door, treasure, an exit, serves a purpose
-long rooms, generally rectangular and not square shape
-medium size rooms, big enough to be able to dodge, small enough for the character to be in danger





My Boss Behavior-

Movement-
-Boss Moves forward toward the player until it reaches the center of the room
-use move components to achieve this
-Boss Moves backward when hit
-using branch to see if hit, booleans to check if all the way back
-Moves side to side
-Weakspot, only displayed when prepping attack, 2x damage when hit


Fires-
-Fire Projectile
-Bursts out several
-50% health number of fire projectiles increases
-10% health Giant singular Fire projectiles
-use branchs with float (greater than, less than) variables to achieve this

Ideally last fire will track player but of its achievability

Enemy Health 

 -Displayed in UMG Hud

Friday, April 7, 2017

Battle Arena PrePro Work in Progress

Battle Arena-

I want my arena to based off the conveyor belt style sushi restaurants.  The map is on a macro scale, so the player will be about the size of your average piece of sushi. I want bright colors to highlight bowls/food/ anything moving and of interest to the player, while the ground and surrounding areas to be more neutral colors. I want the area to be lit like a sushi restaurant so bright lights with high visability. Terrain will be mostly flat except for objects on the table, such as bowls.

I want my USP to be the conveyor belt that will wrap around the arena. I want there to be two belts adjacent to each other that move in opposing directions, initially the belt will start off slow but slowly speed up over time, until halfway through the battle, where the belt will reverse and the speed will continue to increase.

I want the map to be circular, with various food objects in the center of the map and moving food on the belt to act further as obstacles to the players. Pickups will be between several food items on belt and in the center of the map forcing players to either enter the center of the arena or face the USP to get a weapon.

The only other environmentally based obstacle besides the USP is a spill on the center area that will slow down players.










Friday, March 31, 2017

Friday, March 17, 2017

Trackmania Turbo - Launch Trailer [US]




Trackmania Turbo has a rather good trailer. The trailer starts off slow with environment shots that showcase the look and layout of the level and moves to close up shots of the vehicles navigating the levels. 

The trailer than showcases major game-play elements and stunts in medium shots before moving on to the games logo.

 The cameras move between long straight movements to quick curved moments and pans periodically, but mostly stay in straight on shots. 

The music is what pushes the trailer to the next level. Not only does the intensity of the trailer escalate and deescalate with the music, the major beats of the music denote major beats of the trailer. The music matches the trailer perfectly.

The shots focus on gameplay elements the players might find interesting and how the environment enhances the gameplay, a variety of tracks are shown to fully acquaint players with the game. This was actually the only racing game trailer I could find that I honestly did not find completely boring. This trailer stands out from the other not only in content but in the editing method.

Sunday, February 26, 2017

Sand Cloud Particle System




For my racing level I made a sand cloud particle system in cascade in UE4. To do this I used a Sub UV set material and several emitters.

( The particle in the level in the cascade editor, you can see which nodes are used here)

(The Sub UV set used i the level)

The first emitter is for random sand specs flowing within the cloud so that it may take on the appearance of sand, the next three are layers of cloud, I originally only had two of these emitters but when I brought the particle system into my level there wasn't enough contrast for the particle system to be noticeable so I tweaked it from there, the last emitter is to give the effect of sand particles running along the ground of the particle system.

The sand particle system initially exists within my level, but over time more sand clouds are triggered through laps in the race.

The video also features a second particle, not made specifically for this project, a confetti system. This is a simple particle just hooked up to the lap counter system seen above so that it triggers on finishing the race first.



Sunday, February 19, 2017

Particle Research


I'm going to be making an effect in cascade to simulate moving and rising sands in the desert like below...

I plan on combining the tutorials together to create this sand effect. I plan on having one emitter for small clouds moving at a rapid pace, one emitter for larger clouds moving at a slower pace, one emitter for dust particles moving inside the clouds, and one emitter for dust particles dragging against the ground to create the affect of moving sand. To do the sand clouds, I had to use SubUv sets to create the movement of sand.


Visual Targets-

Tutorials-




Wednesday, February 8, 2017

Exploding Barrel









   




In programming class we learned how to program an exploding that causes damage to the player using hit events and fire impulses. My code is seen above. This lantern is based off this design.



Tuesday, February 7, 2017

Racing Level Brainstorming

Theme- Moroccan city/ desert race at dawn

Terrain- desert, buildings, sewer system









 




The players traverse the rooftops of a city as they adjust to the level, the players drop down a level unto the street just before entering into the pipes/sewer system below the city where obstacles can begin to be found. After avoiding them the players exit into the desert where a long stretch of straight land lies ahead of them. A cannon in the distance will shoot at players and eventually players will have to maneuvor through exploding barrels as well before re-entering the pipe and being reintroduced to obstacles before the finish line. 









Thursday, February 2, 2017

Exploding Barrel Project

I'm currently unsure of the theme of my level, but I didn't want barrel to be too generic, so I decided upon another items that's commonly in levels, a gas lantern. Logically if you hit it it would spread fire and possibly explode if the gas used was propane. 

Image result for lanterns gasImage result for lanterns gas

Monday, January 30, 2017

Spiky Trap











The spiky block challenge was an interesting experience recreating a classic mechanic, it taught a few interesting things such as using timelines for movement, color, scale, and rotation. My personal favorite part was the customizing the block to fit the design, a rotating spike beneath a block dressed as a bee.