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Citizen Pain | First Person Action Prototype in Unreal Engine 5

A topic by Alessandro "Ordnas" Capriolo created Mar 26, 2023 Views: 4,470 Replies: 136
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I started implementing the backstab mechanic, to be triggered when the player is +/- 60 degrees behind the enemy.

Backstabbing logic implemented, including enemy damage. Need to finish other things, including animations and enemy throwing.

For now I’ve put an animation for the backstab, it’s temporary but for now it may be okay.

Added hit backstab animation for the enemy as well.

Tweaked the camera shake and decreased the FOV a bit during animation.

Today I’m going to start implementing the parry.

After the parry it is possible to frontstab the enemy. I was going to post a picture very similar to the backstab (but with the enemy turned instead of his back), so I thought I would do a series of screenshots with highlights.

I finally managed to post a new video about my progress! These weeks I implemented a couple of gameplay mechanics. I added the Parry, since in a serious combat system I think it’s an important mechanic.

The parry is active in the first 10 frames of the parry animation, in which any attack is parried, leaving the enemy in a state of knowback and possible counterattack by doing a Frontstab.

For the Parry animation, I edited an animation via keyframe inside Unreal Engine so that the player’s left arm moves to the left.

For the frontstab instead, I added some camera shakes, adding some forward-backward spring shakes, some rotational swings, and a slight camera zoom by tweaking the FOV.

Backstab mechanics, on the other hand, work similarly to Frontstab but must be done behind the enemy. To be valid, the player must be no more than 60 degrees behind the enemy.

So far I have used the same animation as Frontstab, but with an addition of an enemy throw. I don’t really like the enemy throw animation (a sort of a forward roll), I’ll probably replace it with a throw animation.

In the future I will fix the animation of the stabbed sword, I would like the hand to turn the sword in the flesh of the enemy, kind of like what happens in the Backstab animation of Demon’s Souls.

In addition, I changed the animation of the Hit Block knockback of the enemy, so that it is more distinguishable from when the enemy received a parry.

This week I’m returning to level greybox. I am placing a soldier who throws firebombs at you from above while you’re fighting a skeleton.

Placed one soldier firing firebombs from above, and another ambushing you around the corner.

I am prototyping a trap, a rolling boulder.

This past week I implemented the rolling boulder, one of the traps in the level. It's a cinematics instead of being a physical object, because I wanted full control over its movement.

Then I made a modification to the Soldier Swordsman, some soldiers are throwing firebombs instead of going at the enemy. They are often placed in high areas to endanger the player in certain areas.

I also made changes to some parts of the level, such as widening the stairs where the rolling boulder will have to fall and finished placing enemies in the first tower of the level, especially enemies that throw firebombs at you.

In the gameplay video I didn't include the rolling boulder since I haven't finished adding it in the greybox level yet, it will be for the next video.

Rolling boulder placed in the greybox level.

I start implementing a new enemy, the Soldier Spearman.


Attack animation for the Soldier Spearman.

Spearman’s lunge attack, has a very long range.

I finished with the Spearman, I start implementing a new enemy, the Knight.

I have included a new enemy, the Soldier Spearman. Compared to the normal Soldier, he has a spear that allows him to strike from a greater distance. He has 3 attacks: the Quick Jab, a Heavy Attack and a running attack.

In addition, I have started to implement another enemy, the Knight, but I am still in the early stages.

I have also added the Rolling Boulder in the Greybox map, moving it using a Sequence, and placed more enemies in the map.

I have fixed various various bugs, but I still need to fix some of them (also visible in the gameplay video).

The Knight during the Thrust attack animation.

Knight’s Heavy Attack. Compared to the Thrust Attack which has a 40% chance of performing the attack only from far distance, the Heavy Attack can be performed more often but only at close range.

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