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Citizen Pain | First Person Action in Unreal Engine 5

A topic by Alessandro "Ordnas" Capriolo created Mar 26, 2023 Views: 17,326 Replies: 208
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Now the soldier can throw the firebomb:

More tweaks on firebomb throwing behavior.

This week I implemented a new enemy, the Soldier Swordsman. These enemies have much more health than the normal enemies. They have a chance to throw a Firebomb, which creates an area damage.

At the moment their attacks consist of two slow horizontal swings, and a side step where they can block player attacks (not implemented for now).

In addition, I created other destructibles such as chairs and tables, and placed them in the greybox level together with the Soldier Swordsman.

I added a health bar above the enemies, to show how much damage you do to them and how much health they still have left.

(+1)

Hi there, Alessandro(or Ordnas if you prefer!). This looks interesting indeed-is there a backstory to this game just yet, or is that still TBD? Either way, this looks like it could be fun. Will subscribe for future updates. =)

Thank you for your interest! For now no backstory yet, I'm focusing all on gameplay for now, ll definitely introduce a story later in development :)

Added support for showing multiple health bar, 3d widgets above each enemy.

I am implementing the Strong Attack. I did a lot of level design in my game that I forgot how much data I need to take into account for frame data.

For some frames I lengthen the weapon during the strong attack in order to reach farther range.

The strong attack does twice as much damage as the light attack, but it also consumes more stamina.

This week I devoted it completely to gameplay. I introduced a visible health bar above enemies, with a second yellow bar to indicate the damage of the last attack.

Also, I added a strong attack, which, besides being an attack with a higher range, does much more damage.

I need to finish tweaking the attack, as it's too safe for me, since you can charge the attack from a distance with a nice range. Probably the charge of the attack will happen during a small dash forward, so that it is more unsafe to use it.

Also, I made several tweaks to the enemy balance, changing the health of enemies so that the Strong Attack damage has a significant impact, and reduced the hitbox of some weapons since enemies tended to hit you a little too much from a distance.

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.

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