rp-rt1
Y2 Project 1 - Rapid Prototyping
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rp-rt1 · 2 months ago
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Final outcomes!!!
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Here's the video of the game! I am very happy with it's outcome, I could've done more for sure but as is it's great for how long I spent working on it. I think this is my favorite game so far.
Also here's the other boss video too!
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rp-rt1 · 2 months ago
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Boss room spawning
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To make this work we changed the type of thing it does to choose the room, After you exit a room it adds to a room counter which resets once it reaches 5 and if it is greater or equal to 5 it will reset this and activate the first boss room. This is done by using a boolean select node, the boolean is set using the function below. (Just the part with the == and >=)
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rp-rt1 · 2 months ago
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Updating Employee of the month
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Here is the new pillar projectiles, This is shot from the pillars in all directions and destroys quicker to make it easier to avoid.
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This is how the projectiles are spawning, the same code for the shotgun and spray except it is just the new projectile I created.
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The pillar place actor is the first projectile that shoots from the enemy and lands placing a pillar actor in it's place. This avoids the player to make sure it hits the ground instead.
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This is the direction of the shots, it's interchangeable and currently launch in 3 directions placing the 3 pillars that shoot at you.
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rp-rt1 · 2 months ago
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I added sounds and stuff
I got a basic sound track and shooting noise for my game to give it a little life, I got these from freesounds and other sites free of use tracks. I edited these by pitch and made all of the sounds fit the same style.
Shotgun, pewpew and hit/getting hit sounds were also added.
Another thing I added was a new flame bolt to make the flame boss a little more balanced. I did this by using this code, getting the look at location of both the player and the shoot scene of the enemy.
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rp-rt1 · 2 months ago
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UI time!
Going to make a healthbar, maybe some boss pointer things relating to the battles and then after I am done, if I have time. I will make some more bosses to add, and work on adding a sword and a boomerang boss (I haven't mentioned this yet however I intend on adding one.
Nevermind, I decided I didn't want to clutter the screen too much, I will work on a title screen If I can but for now I will focus on the enemies.
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rp-rt1 · 2 months ago
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Fire boss! The Supervisor
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Heres a whole mess of code! :/ It took a bit to manage but by using timelines to control the flame and an invisible block to detect overlap I made a slow spinning enemy that fires flames and has 2 phases of fighting that switches over time. I also used the same code to shoot multiple projectiles to allow the extra in-between effects to occur since it made it look much cooler.
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rp-rt1 · 2 months ago
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Flame FX updated (for new boss)
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Here is my new updated flame thingy!!! It looks cool! Basically I added some noise and also set it to follow the character rotations and velocity. I will now be making a 2nd boss who uses flames. I will update later! I decided to change this as it looked odd and needed to follow the cursor more efficiently. It now is attached to the pivot point.
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rp-rt1 · 2 months ago
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Finally added a new weapon
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Shotgun... uses the same code as the enemy spread shooting just with a different sized projectile. I am in the process of adding a fire rate which would be simple, just a basic delay with about 1 second value. This will drop from the Employee of the month boss.
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rp-rt1 · 2 months ago
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Adding a boss - Employee of the month
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Here this boss shoots at a 10 degree angle of spread 3 bullets a time. It does this by spawning the actor of the bullet while looping the amount of bullets shot.
From experimenting with this I have decided I want to add more boss rooms with healthbars so the player can unlock the flame thrower and a shotgun later on in the game.
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Here I also added an outburst of bullets since its a pretty cool ability for a boss, it's a very helpful AOE also. I plan to add bosses with similar names relating to office jobs because....
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rp-rt1 · 3 months ago
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Things I forgot to blog
I added 2 new enemy types, a green one which once killed splits into 2-5 little enemies that are faster but do less damage, this is the infected enemy. I created the effect but just simply using a spawn actor from class node and randomizing the loop times from 2 to 5. I also added an enemy that teleports about. This was simply done by setting hidden in game to true after a delay and then resetting it after that. I also made sure that the enemy damage was also removed while the enemy is invisible. They only appear and move once they see the player is within their range, similar to the launchlings range.
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Finally I added an enemy that shoots projectiles, this is just a base enemy that fires an actor every few seconds on tick at the player. If it hits anything it destroys it self and it deals damage to the player.
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I am now working on making new items, I might make the aiming automatic and borrow a similar style bullet hell, soul knight's idea.
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rp-rt1 · 3 months ago
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Fixing some bugs with HP
I have now fully implemented hp of the player and enemies. As from before base dmg is set on each character in their bp
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I have also added enemy health too so they have each got a specified hp per enemy type.
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Each bullet does a new specified 10 dmg so everything is set to different hps in the 10s. The launchlings fly at you and die on impact while dealing 30 damage but can be shot once to kill them. I am currently still working out the bugs but I managed to get this working for now.
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rp-rt1 · 3 months ago
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Fixing the shockwave
Here I changed it so it loops all actors and activates the shock effect, this should also take all child actors too. It then activates the WORKING screen shake and after a delay disables the Niagara system once the ability ends.
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FOR FUTURE REFERECE -
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Screen shake on the world location of the camera the player is CURRENTLY using, then apply the camera shake at that location. You can also link the shake type to change what kind of shake you want, this will help as it is like using a variable so you can change it using the same function.
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rp-rt1 · 3 months ago
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New damage system
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Here I have changed it so each enemy now does 'apply damage' this makes it so I can set a specific float number to the amount of damage they each deal, The player takes this damage count whenever they are hit and converts it to set their health. Once they reach 0 it will reset the level.
Here's another edit:
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I added the reset level function and changed it to a macro after removing it from all the enemy types, this makes it much easier to manage and will cause less of a load for the frames.
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rp-rt1 · 3 months ago
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Enemy types - Shooter
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Here I created a bullet which applies damage to hit actors and destroys itself, this code is a placeholder, I am currently working out the specifics of the destruction.
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Here is how it spawns and shoots from the enemy, it has a projectile movement component which launches it forward with no gravity. The enemies will slowly walk towards you while shooting at you. This will inflict damage by utilizing the apply damage node and I will be using the return value to set the health reduction.
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rp-rt1 · 3 months ago
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Fix for the Launchling
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Instead of adding a new move to we changed it so when it reaches a certain distance it will switch the boolean to true and their navigation will activate.
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rp-rt1 · 3 months ago
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New enemy types - Launchling
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Since I am stuck at certain points in the items and abilities list, I will start working on some enemies. Right now I am working on fast but short range enemies that fly at you super fast once you get close and they will explode on impact, they still don't fully track well and I will have to look into their navigations but for now it's functional enough.
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rp-rt1 · 3 months ago
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Earthshake screen shake
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I've been trying to work on a new screen shake for when the earth quake item is used to add some immersion but for some reason I can only get it to shake up and down 3 times, I will look into this and update when I get any new info.
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