I've always wanted to make a good and intriguing dungeon crawling game, with a combat system based on animations and timing, think of something similar to the combat system used in dark souls. The combat should be challenging but fair, however I never really had the time to start making this, until now.
The player will be able to switch between 2 combat styles, one involves using unarmed punches and kicks and the other using a greatsword to cut up his foes. In the unarmed style the player will be able to do all kinds of parcour-ish moves, in greatsword mode the players movement will be restricted and he will only be able to sprint.
Like I said before im going to implement a stamina system, just so that the player cant spam all of his abilities without punishment.
I finally started making this idea a reality using blueprints in the unreal 4 engine. So far i've made a character that can jump, attack, grab a ledge, do a wallrun up to a ledge, release a ledge. I've implemented full controller support. I'll keep this thread updated with my progress. Thanks for checking this out and Feedback is always appreciated.
Here is a mockup I made to see what things will look like, I still have to change the fire to a more lowpoly feel.
Here is my character model, in the mockup I already textured it.
I started making some animations for the character, these include:
Idle, Walking, Running, Hanging on a ledge, Jump, Unarmed attack combo (2 punches and a kick)
and a wall run ( I will post it when it's finished) , these animations still need to be refined.
I already implemented a respawn system where the player can get checkpoints where he respawns after death.
I also added an option where the player can choose to spawn at a random location or not.
Cheers.
Replies
Hi everybody, i'm back, this time with some more features.
In this update:
- Respawn System
- Stamina System
- 3rd to First person
--Respawn--
I still had to show you the respawn system so I made a couple of gifs.
After death you simply respawn at the point where the game started.
when you take a checkpoint (these doorframes are just placeholders) it updates the respawn point.
--Stamina--
Also I added a stamina system, it now affects the players ability to sprint, jump and attack.
No stamina means no jumping, attacking or sprinting.
Attacks and jumps drain a fixed amount of stamina while sprinting drains a constant amount.
Also like in dark souls, if your stamina is fully depleted it takes a couple of seconds to begin recharging.
You can see the stamina bar in the upperleft corner.
--3rd to First--
Yesterday I also added in the ability to zoom the camera and go from 3rd to First person.
Not sure if I'll keep it in but it gives a nice extra touch to the game.
Right now im busy implementing a system for interactables, opening doors, picking up a weapon or an item.
I'll keep you guys updated.
I Just finished adding a system which highlights the interactable item the player is looking at.
Now I just have to figure out how to actually make them do things
I'll be back.
I think you should be able to implement some kind of masking for the outlines so it doesn't draw on top of the character. It looks kinda weird that way.
Keep it up !
I'll look back into it later
Thanks for the feedback
Hi everybody, this time I have a really small update.
The player can now interact with stuff by pressing 'e'.
For example you can now pickup your weapon, a mighty greatsword.
I do have an issue that i've been racking my brain trying to solve.
When I respawn, I spawn in a new actor of the character Blueprint, so logically I check if I already picked up the sword, if yes, then spawn a sword and attach it to the player.
The issue is that when i try to spawn and attach the sword to the player, for some weird reason it does this just at the moment of the player's death.
The result being a sword floating in mid air on the location of the player's death...
Right now I'm thinking of just leaving this the way it is and try to fix it some other time.
If anyone has some suggestions or tips on how I might solve this issue please leave a comment!
C&C is always appreciated
*UPDATE*
Hello everybody.
It's been some time since I posted, but I've got some good news.
I fixed the respawn issue and am now able to respawn with the sword.
Also you only respawn with the sword if you picked it up before dying, otherwise you respawn without it (duh).
The next update will be a big one, because I'm reworking all of my animations and I mean all of them.
The reason for this is that I use a CAT rig for my character, and thus did not have a rootbone, I have now added one and have to rework all my animations that use rootmotion.
I'll be back.
C&C is always appreciated
I'm still undecided on a name for my game.
So maybe it would be cool if people could vote and/or suggest some names, currently I picked A delver's Fate, but this isn't set in stone.
Here are some of the other titles I had in mind:
- A Walk of Fate
- A Delver's Risk
- An Explorers Fate
- ...
Thanks for reading*EXTRA INFO*
For the people that like to read up on what will be in the game, I made a small text document.
Not everything in this is set in stone.
Happy Reading
[spoiler]
(Only in Greatsword mode).
Really digging the animations aswell ^^.
Looking forward to seeing more
Hello everybody, i'm sorry for the lack of updates, but I'm busy doing a complete overhaul of all of my attack logic.
The reason for this is that I want to make a base blueprint for all my npc's and playable character, this will make it a lot easier for me to implement more general features for the player as well as the enemy.
I already made a simple AI that just walks around and will start following the player when it spots him.
Also you can now crouch, and I also fixed all my bugs that I previously had.
But since I'm recoding a lot of stuff I'm sure I'll have a lot of bugs to splat.
Alright I'm back, I've finally worked out my new workflow and have some updated stuff to show.
I implemented a crouch, you can now press ctrl to crouch and you can only do so when you're unarmed.
After you've picked up your glorious weapon, you can switch to it by pressing 'F'
This is the first attack in the greatsword combo, the red lines you see are purely there for debugging
This is the second swing in the combo
And lastely, if you kill an enemy they now ragdoll
C&C is always welcome
Me and a friend are working on something similar except we're doing it multiplayer - which brings its own problems. Are you going for level designed dungeons or randomized?
Yeah i'm still working on it, but I've been really busy with some other work I had to finish.
But thats done now so I finally have some time again and will start adding stuff again, I already changed some things but haven't posted it yet.
My levels are partially randomized, I make some modular pieces and give them a certain enum type, this way I can generate a level and then manually adjust it to make it more interesting
If you need help or anything i'm always happy to do so!
Might copy this idea of keeping a Polycount-blog with updates on my project as well, kinda fun to have the progress saved like this.
Thanks, will do. Still kinda early in the project but might ask you stuff later on:)
I know it's been some time since my last update, but a lot has changed and many bugs have been fixed, as many of you probably know, for every bug that gets fixed, many more pop up.
One of the things I did was changing my modular pieces for the dungeon, I added a ceiling and changed the walls.
The large debug sphere is there because I'm currently working on a targeting system to make combat easier.
I also added a simple animation trail on the weapon, so that its more visually appealing, I still have to add a screenshake to emphasize the strength of the swing.
And finally u can now kill yourself with just one press of a button.
Thnx for reading,
Have a nice day!
Hello everyone,
I changed a couple of small things this week,
I started fooling around with particles and made some dust to add some mood to my level.
I also changed the animation trail on the weapon, although i'm gonna revisit this soon.
Thnx for reading and expect some major changes in the following months
Have a nice day!
Thanks for your input! I'll give it a go soon enough
Today I managed to fix some things that were bugging me, like when you died you would respawn, but the world wouldnt reset, so you could kill some enemies, die and then respawn and just walk through the level without enemies. Now the world simply resets when respawning.
I fixed an issue where if you pressed the sprint button without moving you would still lose stamina.
and finally I added some particles when you hit stuff.
Thanks for reading and I'll be back
How is the combat? Have you manged to get a good feel in it? (or is it still to early?)
Combat is still in the early phase, momentarily you can just kill enemies and enemies can kill you.
But dodging and such will be added.
@cesarinm7
I actually just watched those youtube vid's and drew a very simple texture in photoshop and used that as the texture for my particle.
something like this. Dont have my tablet right now, so this is done with a mouse.
Hope it helps
Thanks for the support guys!
Hey everybody, i'm back with a few changes.
First off I implemented a main menu and pause menu system.
Not sure if this works but i'll try putting a video here.
https://youtu.be/QUqhaB5xJUU
I also added the ability to slow down time, this comes with a very high stamina cost (Not sure if it will be used).
Thnx for reading and as always C&C is highly appreciated
I just finished working on my targeting system, you can now lock on your enemies and toggle between them.
Next thing on my list, dodging and wall running.
As always I'll keep you updated.
And the targeting system is familiarly functional, does it work well if you're right next to an enemy? Would you be facing the enemy or would the camera be more oriented at the dot above their head?
The way targeting works is that it aims at the center of an enemy, so if you would stand right next to the enemy it would aim at its center.
I'm still optimising things to make it feel as smooth as possible (I'm trying to make the game mainly controller oriented).
If you have any more questions, I'm happy to answer.
Here I am, yet again
And this time it's a huge update, i've decided to throw everything together and make an intro to see how the game plays.
Here's a video to the level
Enjoy.
https://youtu.be/7TPvdRju7WU
I still have to fine tune a lot of things, and I still have plenty of things I want to add to the game.
As always, thanks for reading.
Have a nice day (or night) !
And the "switches" that have the sword in them. Plans to keep them as is, or would there be an animation of the player inserting the sword to activate them?
I just had no idea how to do this and used the current thing as a placeholder :awesome:
Alright
Thanks for the tip, and now that you point it out I'm having my doubts about the blue ring, I'll change it asap.
However I preferred the look of it during the outside-environments more (even though it's just the test area) since it had more of them nice area lighting + realtime shadows and clearer visibility. Nothing I don't think you can get into your dungeons, but maybe worth to consider. Perhaps opening up the ceiling and making the areas more wider?
How's it going, still working on it?
Keep at it!