Derek - Programmer - postmortem


Programmer

What I did for the project:
Basic enemy and a boss enemy.

EnemyParent BP: https://blueprintue.com/blueprint/vs54x_so/
EnemyAttackTask:https://blueprintue.com/blueprint/-zr-lxlu/

This was my first time ever working with enemy ai and animation blueprints and it took quite a while for me to wrap my head around how it works in unreal engine. my teammates on this project were very patient with me on this. We were planning on having a melee enemy and a range enemy but I was getting overwhelmed with other things in my life and they were very lenient on me and let me just create a harder version of the melee enemy (Boss monster of sorts).

I started by importing an asset pack into a junk project then ported over the models and skeleton for the enemy.
 Then I created a parent class with a health system, then added in a blueprint interface that the players could call on the deal damage to the enemies, setup its collision( had to fix this a few times later), and a basic death script. Next I worked on the behavior tree and blackboard that managed its behavior added some tasks into it for attacking, getting hit, dying, and moving to the player. I started by making a call to an animation in the behavior tree which doesn't really work when trying to get notify events in the animation so had to swap to tasks. Added decorators into the behavior tree onto the sequences for the tasks so that it would do a check before preforming the task.

Created an ai controller to manage the enemy such as navigation and detecting the player. I started by using a sight detection method but we found that wouldn't work for our use case so we pivoted to getting both players and every 10 seconds check which one was closer and going for that one. Also when the wizard player does a cloaking ability it will trigger the enemy to not see that player. Worked with Vincent on the wave spawner to manage the enemies. On enemy death it will update the spawner and if its the last one calls the end wave. 

Started into the animation blueprint for the first time ever and learned a ton about how animations are managed in unreal engine. Dameron taught me how to do a blend between idle/walk/run animation. Worked with my friend Sean on the Orc sound effects he did an awesome job on making them. Did some pitch shifting on it and some reverb and it came out great! Also got to record voice dialog for one of the NPC's, was recording a voice actor(Samuel Kyker) for another project and he was willing to voice over this for us as well which was awesome.


Next time I will know more about ai and animation stuff so it'll go a lot smoother and will do better about time management and hopefully wont have so many things going on outside of the project. Wish I had some more time to work on this and had done better by my teammates by getting more done faster but all in all it came out amazing! Getting it playable was the goal and we got there. 

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