Leading from the end of my last post. I have blocked out the boss arena:
I have also added a basic enemy Golem that can be spawned into the world and attack the player. The Golem works of a parent class so I can add more monster variations if needed. The GIF below shows the player being trapped in a room, 3 waves of enemies will spawn. The player must defeat these enemies to advance in the dungeon.
The ‘Log Update’ in the bottom left corner indicates to the player their Quest Log has been updated, this means they have been given a quest or a quest has been updated.
(GIF) shows player using the melee combat system to attack the Golems.
Quests come in 3 different types: Kill,Story and collect. These are indicated by different icons in the quest log:
Collect = Chest
Purple Cat = Story
Sword = Kill
‘!’ means the quest is active and has not been completed. The tick means the quest has finished/completed.
The ‘Quest Manager’ blueprint contains an array of quest structures. Each structure is a quest so you can add as many quests as you want into this array. For example a collection quest we can put quest type to collect and put 15 in number to collect. We then add a treasure chest reference at the bottom.
Each quest has a unique ID which we use to start the quest. When a quest has been started it is set to active and moved into the Active_Quests array.
In the treasure chest blueprint we just have to add the interface call ‘UpdateActive_CollectionQuest’.
This will call the update Active_CollectionQuest event in the Quest manager which takes in the class that called the interface. It will then search any active collection quests that have a reference to ‘Treasurechest’ in there structure as treasurechest was the class that called the interface, if they do then add one to number collected. With the way the manager works we can have multiple collection quests going at the same time, some might have different references of things to collect but they only need to call one function.
I have also added a bag, this shows how much gold the player has as well as available bags slots. At the moment the slots don’t do anything but this could easily be adapted into an expandable inventory system.
The image below also shows a stronger snow effect than other images, this is because the player is in an open area so I have made the snow/Fog effect stronger in these types of areas.
Link to a GIF that shows player using Quest Log and Bag.
New Trap (Seeing Eye)
If the player tries to walk past the eye they will be sent backwards. After the first encounter of this trap the Cat will give you an ability allowing you to get past the trap. The ability makes the player invisible to the trap, however it only lasts for a few seconds.
in the very bottom left you can see there is nothing next to bag the first time the player walks into the trap, after that an ability icon will show up in this location. At the moment there is no indication as to what buttons activate the ability, quest log or bag. They are ‘1’ for the ability, ‘Q’ for Quest Log and ‘B’ for Bag.
Sword impact effect:
I have finished adding the boos encounter. The player gets introduced to the boss in a cut scene that shows off that this a feat the player must over come. Video link to the boss battle:
The foggy bubble you can see on the left side is basically a sphere with a moving fog texture that gives the illusion of distance fog, I use this in game for the character as well as in this sequence. Below you can see what it looks like from inside the bubble.
Re spawning the player
The player re spawns at a location variable which I change using a trigger volume with a new location. I have place new spawn locations at opposite ends of the icicle jumps so if the player dies trying to jump they will spawn back on the side they tried to jump from.
At this point the prototype is basically done, it just needs some more sound effects and play testing to find and fix bugs. This also includes adding possible UI hints to the player if they need more direction as to what to do.