This week has been spent on improving the skill system and building changeable skills that the player will select at the beginning of the game. This system is currently only using one skill but more will be added once I am satisfied with the results of these options. I have also made sure that this system will always keep the skills the player has chosen even when the player enters another map/ area, this is important as these skills need to be persistent between levels otherwise it would be pointless having these choices or the player would have to reselect these choices in each level.
This week I also began research into visuals and places that could be used to inspire future level designs, taking inspiration from post apocalyptic media and real world locations. Textures and additional art assets have been added to the Bandit Camp, lighting will also have to be looked into as post apocalyptic fiction often has certain darker more gloomy lighting to it but I don’t want the lighting to contrast to much with the setting.
This week I have created a new level which features a casino sinking into quick sand, this level was inspired by the gunner runners radioactive moat in Fallout 1. This level might be a base for characters or might be used for world building having a base that has fallen apart to give a more bleak feel to the project.
Around this new level is quick sand that the player sinks into if they walk on it, this mechanic will be used as a hazard in future levels and will be introduced here.
I have began creating a few musical pieces using virtual piano and virtual guitar, some of these are designed to be unsettling and some have a more hopeful tone. These will have a few sound effects added in to create more an atmosphere.
A couple of variations on the current AI have been created, including a guard character that will defend the bandit camp gates and a melee character that kills the player when they are at close range but moves slower than the other enemies.
I have made a start on the skill system, adding boolean and floats to change aspects of gameplay. Widgets have been added that currently allow the player to change the time between attacks during combat, however this needs to make these changes stay the same between levels otherwise this skill system will not work.
Using materials and blueprints I have created see through roofs/walls so that a player can see what they are doing when inside buildings, this is important to the top down perceptive as players need to be able to see what the player characters is doing.
I have made a start on the basic Ai follow and trigger functions, at the moment the Ai hunt and follow the player at a set distance. The next step for these enemy Ai types will be an attack and a different trigger that will cause them to start attacking the player, such as an area the player cannot enter or the player attacking them, etc. The player can also attack these Enemies using the combat mechanic, currently this just causes them to dragdoll eventually they will have a damage system they will cause them to ragdoll after a number of attacks.
A Bandit camp has been blockedout and a few art assets from the Unreal Marketplace have been added to this map, this is the first area that the player will experience combat. This base is used to introduce the world and that humanity is on it’s last legs and people aren’t doing so well with the lack of food and polluted watering hole.
In week 1 of my projects development I created a level similar to that of the first level of Fallout 1 which also has a cave based level before the player exits out into the world, this stage will be used to introduce the basic movement mechanics as well as other mechanics I will be developing in the future. In the first week I have created a blueprint that will acts as the attack system, this currently causes an object to pop up from the ground ragdolling the player character. Ideally I would like to change this so that the attack object appear at the mouse location but this so far has proven difficult as the mouse location is set up differently for Top Down mechanics.