Devlog Terrible Wizards Week 11
Art & Design
Some final touches have been made like adding some sound effects for the wizard,
replacing the slanting floor boards with actual stairs,
giving the wizard some simple animations for all his actions. These animation where not made in mixamo because the wizard mesh was to chubby so we had to make them in maya
We also solved the tileable floor problem. They are now like little puzzle pieces that fit nicely together. And we also changed some lights because they where to bright and had to turn off the auto exposure.
We had to rescale are niagara systems so they do not occupy the whole map. Now they also vary in scale and we also added some slight changes to the systems.
We also made a main menu background
Programming
Some more events were added to allow for tracking the source of dealt damage. This lets us have a per player score based on the amount of enemies they killed.
The player animations and spell sound effects were hooked as well as the menu buttons, which needed some extra attention to highlight them using just a controller.
Other than that, a lot of bugs were fixed:
- Slow effects now actually work! This one was hard to find, as the debugger made it look like there was some critical code being optimised away and not properly executed, while actually what was happening was the ice element tick that was supposed to delay the end of the effect was happening instantly. I added a initial tick delay to spell elements so it would only fire after 2.5 seconds and then end the effect.
- Terrain and navigation around stairs were fixed. Somewhere along the line, the new sleek stair design broke everything. Enemies would rather shatter their ankles than take the stairs, and players would get stuck trying to get down again. Some carefully placed invisible slopes made short work of both problems.
- Lined up spell hitboxes with their effects and vice versa. One problem was the beam effect taking its jolly old time to spawn in gradually. Luckily UE4 has a built in function to simulate several seconds of a particle system in whatever time you want, so we used that to skip this grand entrance.
- No more extra players spawning when restarting. For some reason whenever the game restarted there was an extra player added to the level, up to 4. Changing the way the players are spawned in from spawners to just placing the characters in the level fixed that issue.
Files
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Terrible Wizards
Status | Released |
Authors | Alfred_De_Smet, Mats Present, Thijs Snoeck, Nick Bockstaele |
Genre | Action |
Tags | 3D, arena, Controller, Co-op, Difficult, Local multiplayer, Magic, My First Game Jam, Top down shooter, Unreal Engine |
Languages | English |
More posts
- The Final DevlogMay 27, 2020
- Devlog Terrible Wizards Week 10May 06, 2020
- Devlog Terrible Wizards Week 09Apr 29, 2020
- Devlog Terrible Wizards Week 08Mar 31, 2020
- Devlog Terrible Wizards Week 07Mar 25, 2020
- Devlog Terrible Wizards week 06Mar 17, 2020
- Devlog Terrible Wizards Week 05Mar 11, 2020
- Devlog Terrible Wizards Week 04Mar 04, 2020
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