General > Off-Topic
UE4 Project
JamminR:
Notes on .0.1.4 (by time you read this, you may have already fixed the AI)
AI still seems to get lost right near me.
They'll give chase, I'll run/zig/zag a few times, and, about 15-20% of the time, I can get them confused and they just stop.
Sometimes staring straight at me in a clearing.
I totally understand the troll/giant-thing enemy getting lost in trees, but the little meanies shouldn't, and, as you can see in 01, it's just standing there, doing nothing, in a clearing.
Later on, one standing staring went back to idle animation.
Menu - love it - letter drop and chicken dance = just awesome.
Levels/bonus sword - nice.
Don't know if it's a bug, but, from equip weapons menu, with the crystal sword equipped, I can hover over the normal sward, right click, and unequip the crystal sword from my hands.
Animation - The 'fade away' white stars animation for dead bodies was nice, but seems slow? Maybe large/thick/too many too?
GFX quality - did settings change in .0.1.4? AA or other sampling? I thought I noticed a difference, but it might just be that I spent more time looking for that one enemy I missed in the walk-through of the rolling hills.
As for backpedaling - I understand challenge of the animation, but... why do you need to see the front of the character? (other than fun shots like I did standing on the castle)
So, I press the back arrow... the character starts running towards the camera.
That's good for seeing what's behind me, but...no good for fighting, especially if I'm about to run into more enemies, trees.
Don't most games, the back (S) key actually walks backwards, back to the camera? (Honestly, I don't play many 3rd person games, so don't remember)
I play a driving game pretty often, the car backs up without changing the front of the car to the camera unless i hit a camera modifier that views from front of car towards back.
My opinion is that I should only need a view modifier when I want to do exactly what the character does now - face the camera.
EDIT - about AI - I've no idea if you've considered this - why do they all run same speed? Seems to me the female looking creatures would be quicker than goblin rock dudes, goblins quicker than mace dudes. Giant/troll things, well, slow or faster, could go both ways. Right now when I'm zig-zagging, they always bundle up and I can hit 3-4 at a time in a swipe. Though that's nice for the player, it seems they should have different speeds and only bunch if I stop long enough.
female > goblins > mace > giants maybe
MrPresident:
All of the AI in the game (currently) is development stage stuff.. they're all copy/paste with different meshes. No differences. Once I start adding content and balancing, that will obviously change.
Also.. again, I need to further refine the AI, but it's not as big of a deal inside of confined spaces, which in the end, is where you will fight most of these. There won't be creatures to fight on the overworld in the actual game. They're just there for your amusement and for testing while I don't have a dungeon for them to live in yet.
The unequipping thing isn't really a bug, but I can see how it might be confusing. I'll change that to only unequip if you right click on the one that is actually equipped.
I did in fact change AA, but I'm not sure if that was before or after 0.1.4. Maybe it was before? Not sure.
The particles for the dead NPCs is supposed to be them "ascending" after being killed.. or the whole Thanos effect if you like. Maybe it's a bit too long, maybe not. I'll toy around with it.
I will look into reworking the movement. I suppose you're right, and if you want to see the front, you can stand still and rotate the camera, but when you start moving, it'll move forward or backward. Think God of War. (https://www.youtube.com/watch?v=uVKJsVEWdlM)
Glad you liked the menu.. that was a product of me being up at like.. 1am and sleepy me thought it would be funny.. Definitely keeping it, though I might toy with varying the dances. My wife thinks it's funny to have them all dancing in sync though.
MrPresident:
Just checked out Mixamo, and it would seem there are all of the animations I would need to do a movement system like this.. I just need to import them onto my character and work out the animation system. Shouldn't be too hard.
JamminR:
But but but, I'm afraid of the dark. :P
I understand that's what this originally is aiming for though. A dungeon crawler.
I much prefer bright outdoor worlds.
Re: Backpedal - Has anyone else tried the alpha? Asked anyone if in agreement? I'm attempting to be a developer's devils advocate, not run your decisions. :)
(I'm sure as an online friend and Ulysses teammate you know that, but stating to be clear - just ask Megiddo - I bugged him quite a bit in early stages of ULib/ULX :D )
MrPresident:
Don't worry. :) I plan to have some overworld activities.
Planned:
- Property ownership in various villages
- Farming on your property
- Crafting new weapons and consumables to help you on your dungeon crawling adventures
I'm certainly open to more ideas for overworld activites, even if they are casual in nature. I want the game to appeal to a broad audience.
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