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UE4 Project

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MrPresident:
https://g4p.org/downloads/PolyDungeons(0.1.4).7z

More work on the HUD.
Display gold in Tab Menu
Added a main menu
Added a pause menu
Added cool death effects for monsters you kill
Framework in place for additional weapons to be added
Can equip/unequip weapons from Tab Menu
Changed item pickup notifications

I'm starting to get to the point where I'm almost ready to add content instead of systems. That's exciting!

JamminR:
MrPresident,
How do you want bugs reported?
(Sorry, I can't use/see discord).
Email? Some other tracker? Here?
Seems I found an AI attack one in 0.1.3
At first, I thought you might have made a 'safe spawn' zone around the castle, but I was able to reproduce this issue much further away with other enemies.
Some enemies stopped chasing as I started making a criss-cross of the map.
Upon moving further away, I determined I could even walk right up to some before they'd start attacking.
Sometimes they'd stop - then start again as I moved around.

JamminR:
I ran through the entire 'game' to see if I saw any other quirks. Other than the AI mentioned in above post, none so far.
I actually like the small detail of the few candles on the broken chandelier. Sure, they don't glow, but, it still works.
Took me a while to find the key. That was fun.
Thanks for increasing the gold - it did help me find.
Any plan to make the "bodies" remain behind instead, once 'looted' using the use key, body disappears?

Other word of note - that green bar below health. What is it?
Is it supposed to be inconsistent between versions, and never change?
In 0.1, I'm pretty sure it was full.
In 0.1.2 - It was all but quarter inch (of my screen res, 1920x1080), almost full.
Now in 0.1.3, as you can see in my attached 'fun' "I Win!" image, it's almost empty, with the same amount full as was missing in 0.1.2
And though I see green numbers on some I've killed, that bar never changes.
(I did see level go up, but the numbers were green, and in previous to .0.1.3 level so I thought they might increase that green bar)

Also - I've no clue if you even know, but, good job on finding sound effects - they are directional. Full rear.
I understand some of that may be UE4 engine, but I can hear the footsteps of enemies coming up from behind, or collapsing if I just killed as I was strafing.
I've got a small surround speaker system on my main game rig.

It's a shame about back pedaling. No fair they can swing at me while chasing, but I can't swing at them while running away.

MrPresident:
Here is fine for bugs, for now since you can't see the discord. Once I get into it more, I may set up something more official.

The AI is rudimentary at best. It still needs a lot of work, but I'm slowly making them "smarter" as I learn more about proper AI programming and logic and have more time to do it. They are supposed to stop following you if you get too far away as, currently, they are driven by their 'sight/perception' of you which has a distance limit.

Glad you were able to find the key. My wife found it almost immediately. Of course, she went straight for the alter... lol

I could have the bodies vanish once looted. That's not a bad idea. They just need to be removed at some point for the saving to work as well as for optimization reasons. But, I do like having the loot be on the bodies rather than in the tiny bags. This could give me the option to include other items as well.

The green bar will eventually be your energy. I'm still toying with colors. The intent is to match floating text colors with their corresponding bars. Currently it does nothing. It changed values between versions simply because I manually changed it. it's there right now just so I can see what it'll look like and to remember to implement it.

And yes, the sounds! UE4 has a default attenuation feature built right in. you just have to spawn the sound in the world using a vector coordinate and give it attenuation settings and it handles the rest. I haven't toyed too much with it, but with different attenuation tweaks, you can do things like make sounds quieter through walls, or occlude certain sounds. It's quite neat.

And yes, I've not completely given up on the backward movement, just not yet. I think I can get the animations, I just need to figure out how it will work. If backwards moves you backwards, how will you turn around? Holding a key (such as right mouse) isn't really an option seeing as I'm trying to design this with controllers in mind.


I really appreciate the feedback you've given. It's awesome to have fresh eyes looking at it and giving suggestions! I'll keep posting updates as I have them

JamminR:
So I totally missed that you'd posted .0.1.4.
Got it just now.

OMG I'm still laughing. I couldn't even get past the menu.
Totally awesome menu screen you got there MrP.
Is the Bird song public domain yet? That would be awesome if not.

Now, let's go check out the other features you've added.

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