Bleh. This damn update has been impeding my progress instead of
making it better. The update that I speak of being UE4.14. As of
4.14.1, the crashes are LESS frequent, but still occur much more
frequently than they did in 4.13. Alas. We've still got a few things,
nothing too major, as I said, I have been mostly fighting with the
damn engine this past week. :/
It now seems that
it is the details panel within the blueprint editor that has been
causing the lion's share of crashes as of late. At least I have some
idea what is doing it now.
Change
log, 1.34
-Added the
material node for stone
-Increased the
length of civ building
-Updated some
materials
-Added simple
“follower” AI
-Updated a few
particle effects
-Added about 8
animations for random NPC's (Blender was my friend this week :p)
Items Added:
-Harvester's
Pouch, an accessory, it increases your civ's farming yield by a
percentage
Cards Added:
-Unnamed upgrade
to Shimmering Bubble, summons a metal shield that physically blocks
anything headed your way for a time
Enemies Added:
None :/
And now something
that our play tester actually suggested and has been waiting for with
bated breath...
We have a
combo system!
I have figured
out the logic for melee combos, which, after some consideration, was
a hell of a lot easier than I had been trying to make it (enumerators
are OP.) The system works by cycling between several different
“levels” of combo, each different attack, light and heavy, doing
separate things and moving you to different levels through each
attack.
An example:
Our simple spear,
following with just light attacks, you will head down a relatively
simple combo path, straight to level 4; 1,2,3,4. But, using heavies
at one, cycles you to two, then two back to one. Effectively allowing
you to spam a back and fourth attack, with a larger AoE. But the
heavy attack also has a level 4 combo which is inaccessible by just
using the heavy attack. One must, at the least use – LLLH, in order
to access it.
The spear is a
rather simple weapon. When we start talking about the heavy AoE
scythes or the evasive daggers, things start to get a bit more
interesting.
Anywho, screenshot time; most of them are from blender this week, as UE4 was being uncooperative with those as well.
The well that was added recently. Building it increases reproduction chance, as clear, easy-to-access water is one of those things that simply increases the chances of successful child birth and increases survivablity in general of a growing population... yes. :p I've the next dozen or so, wait, let me count quick...the next 13 town upgrades planned; most of them require new static meshes to be made, but I am excited about what it will become in the near future.
The harvester's pouch. Not super exciting, but I like it.
The unnamed metal shield I spoke up eariler, the prop viewer works just fine, so that's where it came from. I like the effect that I got off from this one. Material functions too OP.
A cross-legged idle, probably only for NPC's. I have been playing Witcher 3 recently, and the shear number of animations in that game is staggering. They add such lovely ambiance to it as well. Expect more useless animations like that. I do so love a world with ambiance.
A wall-leaning idle, see above, ambiance and what not.
And another random idle animation.
Those along with about five others are waiting to get placed in the game. They import well enough, but when I start to try to play with Persona at all, which is UE4's animation editor, it starts to crash again. But, I am hopeful that by this time next week, the damn problem will be fixed. If it has not been, then I suppose I will have more animations and a ton more clothing to show off.
It especially blows since I have the next three days off and can nary work on actual gameplay at all.
Upcoming (hopefully):
If all works out and they get these bugs fixed:
-Fix a loading problem that is proving annoying to pin down
-Lengthen the civ, add more cards, build more to the world
But, until next week,
-Lucas Cady
Project Director
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