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Master's project entry 2

  • Kristian Manning
  • Jun 3, 2018
  • 1 min read

Week 2 of the project went just as well as the last week. Making fixes to certain mechanics and adding basic UI elements to the player screen such as health, armour and ammunition counter. I then followed this up by also adding the player's maximum ammunition so the player can see how much ammo they have left. Animations for the reload's have also been implemented, determined by which weapon the player is holding.

As I plan to have a variety of weapons in my game, not all of them can be the same in terms of damage, fire rate and recoil amongst other factors. Thus, my first change to the weapons was adding a fire rate to the current 3 automatic weapons that are set up, the M4, the AK47, and the SMG. The AK47 has the slowest fire rate of the 3, the M4 has a moderate fire rate and finally the SMG has the fastest fire rate currently, which is subject to change. The damage system is also in place, using a Blueprint Interface to store information between different actors, I can apply damage to any actor that implements the same interface using this system.

Another key element I have worked on is basic recoil on the weapons. I will tweak this depending on how I want each weapon to be later on when I'm in the polish stage, however for now each weapon has a slightly different recoil amount.

Next week I plan to begin blocking out my level in its primitive form and continue setting up the required mechanics and fixing any errors/bugs as they arise.

 
 
 

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