Hi,
for now everything will be Blueprint only.
Camera is done through PlayerCameraManager and will have the following features:
- Zooming in and out
- smooth zooming yes/no
- smooth zoom factor
- rotation through i.e. middle mouse button in all directions (pitch/yaw)
- clamping of rotation to min and max values (pitch and yaw)
- snapback of camera rotation to. original settings yes/no
- snapback smoothing factor
- possibility to set a different target to view than the current player from outside (i.e. playercontroller, level blueprint, etc)
- configurable camera lag
Sample PlayerController containing the following features:
- click to move
- highlighting of enemies on mouseover (through rendercustomdepth)
- highlighting of player if behind a wall or anything that blocks sight
- target click coordinate detection based on a virtual plane on height of the player (instead of tracing the first hit, so a click into “nothing” is also supported)
Basic EnemyController utilizing a behaviourtree with the following settings:
- aggroRange
- isMelee
- meleeRange
- isRanged
- maxRangedRange
- minRangedRange
- shouldChasePlayer
Everything that is utilized in the BehaviourTree will be inside a Function Library for easier customizing of your own BehaviourTree.
Also there will be 2 or more sample levels to demonstrate the usage of everything, e.g. Enemies at follow you and try to kill you (so yes, basic health / damage stuff will be in).
There will be a basic implementation of some skills (i.e. throw a fireball to damage an enemy), but nothing that resembles a real skillsystem for now; This is planned for the first update i will deliver, along with any additional requests from customers that come in.
As for my initial post, any feedback for additional features is welcome and will be incorporated into future releases if feasible.
Cheers,