Devlog Week 4


Hello and welcome everyone to this weeks Devlog,

This week we started to go into Production YAY!

The Artist made many concepts for the game and some of them even got modeled. 
Now lets take a closer look into what every Artist did. 

Joan put much time into concepting the Player Area and Backdrop (the Castle). At First this task was splitted into two and Felicia had the Task to concept the Player Area, but it was kinda weird to design the castle without the Player Area. We wanted to have some verticality in our game because we decided to keep the jump from the  prototyping, so that the splitted task could have not matched together and must have been redone. 
After many diffrent variations of diffrent looking Castles (1st Picture)  and different Player Area Layouts (2nd Picture) the colored Picture was the result.  While concepting the Final she ran into some perspective issues and it took more hours to fix them, but now we have a good looking concept. 


After switching tasks with Joan, Felicia made some obstacles, because she could not start with the switched task for that she needed to have the Castle Design first. She then first concepted out some spinning traps, like the one seen in the Prototype and after some feedback she started to model that one. The Substance File for Texturing has gone missing so she concepted the next one until Bram reuploaded it into Perforce. There we had no idea what other traps we wanted so she made some quick scetches from some ideas she had. From these we chose the Spinning Ball Trap which spins and can kick away players, but you would be safe in the middle. She modeled it and attempted to animate the top flag which so far mostly just looks funny.



Mauro's main focus this week was our character. We wanted it to match the theme perfectly, so he concepted more different looking ones.  For example other Helmets or other Armor or even with a cape or not. He then picked three of the most fitting ones and went into vertical design with them.  Together we then picked one on which he then applied some colors on.



Bram designed the Foreground of our game, which is everything around the Player Area and Castle making sure it fit with the designed castle while not being too distracting. He came onto the idea of adding grandstands representing each team and started working out how each element would work/be constructed using maya. This idea was scrapped though for a mossy rocky environment instead with a small town in sight.




Wout worked on the weaponlogics. Before he could start he had to make a very basic character using a temporary blockout. The character has 3 collisionboxes, 1 around the neck and 2 at the shoulders. He also added the code logic to register the collision if it is hit by a sword that is not his own. In that logic he also kept track how much damage he took.

Once the character was finished he could start with the weaponlogic, he spawned in a weapon around the left hand. This is hardcoded for now because we don't have a skeletal mesh yet. Than he also added the functionality do attach/dettach the weapon. This weapon is also not interfering with the players movement as that was a problem in prototyping. He fixed it by using a custom collision preset. 


Ward started on adding the input controls using Unreal's Enhanced Input System.
Using this system every used button was mapped to an input action and given the correct modifiers to achieve the correct values.
Deadzone modifier for the joysticks, and negate for the test keyboard controls (Left is negated, Right isnt, etc.)
Every input action also got the correct expected input value, for movement a vector2 (forwards/backwards, left/right).
The others were booleans, (pressed or not pressed).

To test this input, a character class was added in CPP that takes the input mapping, and binds the given actions (using variables in the editor) to functions inside the character. These functions currently just log the values that they receive:


After confirming that all the inputs worked correctly and received the correct values, simple movement was added to the character.
The result of which is seen below:


Plans for next week:
Continuing work on creating the level,
Start getting level design into the playable level,
Further implementation of the base mechanics, expand on movement and adding the weapon logic to the main dev build.

Files

Main_Limbloss_v1.zip 301 MB
Mar 28, 2023

Get LimbLoss

Leave a comment

Log in with itch.io to leave a comment.