I have created the first enemy type: a Kamikaze enemy. This enemy is just patrolling around but when player is inside sight radius (I have used a UPawnSensingComponent) he enters in crazy mode, ignites his bomb and runs towards the player.
When enemy is close the bomb explode and the enemy die (no damage to the player yet). I still have to decide some things like… if player jumps over the enemy he continues running until collision with something?? He should to stop and face the player??
Would be funny if player jumps over and the enemy runs to another enemy hehehe
Patrol time, distance to explode, bomb damage… all exposed to Blueprint of course.
Behaviour is so simple that I don’t use behaviour trees or FSM but this enemy inherited from a BaseEnemy class which is prepared for AIControllers, Blackboards and BT.
Next enemy probably will be another who patrol and shoot 😉
Infinity Damage will be a very simple game but it has to useful for learning too so I have tried to make the main character mechanics simple but also fun for the game designer (ups its me too hehehe). For this reason I have add some movements more so.. currently my character (his name is Dezereth) can walk, jump, crouch, shoot (obviusly 😛 ), roll and perform a melee attack.
I have been checking Unreal Engine 4 since it becomes to free but in order to get some experience for a real scenario (in Spain) I have used Unity3D the last months.
I really like UE4 and I have forgotten C++ so make a simple game can be useful for this two points.
My idea is an old school shooter using side perspective like Contra o Metal Slug but a bit less frenetic. Kind of Shadow Complex for 360.
Thanks to free assets that Epic released some time ago I dont have to worry about art stuff (I dont really know so much 3dMax or Maya) so I hope this project helps me to learn more about UE.
The name of the project is Infinity Damage and the main Character is this: