Undead Siege

Hey guys,

Im gonna make a game about an undead who needs to enter the land of the mages/ gods and gets continiously damage from this.

The Base mechanic consists out of the undead character which starts with 0 HP and gains
HP from the environment, mages,… and enemys with a + above their head ( enemys gain a + when they are in the magical range of a mage)Tis maigcal circle also heals itself. there are also magic statues which can’t move but also ha. Some mages can shoot life bullets which also heal.
To damage yourself you can hit baricades or get atacked by enemies which aren’t in a magic zone. There’s a shop where you can upgrade hp,speed,… or buy one of the 3 potions (a yellow one for doubleing the dash once, one to damage yourself and a final one that makes you immune to the effect of magic circles for a short period of time. Theres also a special attack which gives you a dark aura which can kill enemys ( depending on the strenght).

I added a mockup to clear out the idea ,
but if something is still unclear or you notice something or have an epic idea i would be glad to hear it :slight_smile:

Is that HUD static or is it fully realised?

It looks fantastic by the way, thats why i ask. Id love to see Video of it all in action!

Well done keep it up :slight_smile:

hey,
I’m glad you like it :slight_smile: , but everything is still static including the hud, I still need to figure out how to actually make a hud since it’s the first time I’m going to work with blueprints but that won’t stop me from making it. It just might take a little bit longer but thats ok ;D I’ll probably make some more models first ( like more mages and a crossbow archer) If I have something moving I can post a vid if you want :wink:

Hey Again,
It’s been a while since my last activity but here I have 2 more characters a hi-mage and a crossbow archer ( the bow is already animated, not imported in unreal yet)
A highmage has a bigger magic range than a normal mage and can shoot spells. And then the CrossBow archer which has a slower firerate then a normal archer but does more damage and has further range. I got some particles for that already but since they emmit light the sceenshots of it aren’t really intresting. If anybody knows how to make a ss of lightemiting particles i would be glad to hear it :).
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Hey!

Normally I don’t like this particular style, but I love yours :). I am excited, how this will turn out. Good job!

PS: If you want to have some help in terms of widgets (blueprint hud stuff), shoot me an pm and you get my private skype :).

Wow I love this style!

Hey guys,
Thaks a lot for the support :D. Here is the last character that had to be made, an angle. This one is the big guy who makes you run away. He has the same features as a hi-mage (so also shoots heathballs and has a heal range but for the angle its bigger). Because its such a strong enemy the way of defeating him is trough use of potions, special abilitie and a dash. This dash makes the period in the circle shorter which can save you a lot of hp. And since im done with the moddeling and texturing, I will start prototyping during next week (I will probably do the rigging during the prototyping) 3193c2eef9c28f5b572ac358b99c283c2459110a.jpeg

Hey guys,
It has been quite a while since my last update but this time its a big one :D. I started messing around with the blueprints and some stuff working already:

ENEMYS

Spawners where the character can walk in and will spawn knights and mages (for now because they were my test enemys) you can set how many you want to spawn from each type and then a jitter value which decides how many extra or how many he will substract from the original count. each spawner can only spawn enemys once. still need to work a bit on that one so he resets all the enemys and the spawner when the hero dies.
Mages have healcircels which damage the hero (healing of enemys still have to be implemented, not that much work so probably by the next update :))
knights gain rotating healthcrosses above their heads when they are in 1 or more healcircles ( like in the mockup))
For now the AI of both enemys run to the character and when the character is out of range of the knights they will go to the closest heal circle ( most of the time a mage, who is running to the character but slower).

All enemys can drop coins but only if they are in a magic circle first they get a change to drop and if they drop they can crop from 1 to 3 coins (for now stronger enemys will have bigger droprates and drop more)

HERO

hero takes continous damage (small amount) and can walk/attack and has animations (idle/walk/attack) the animations are really derpy but thats alright :stuck_out_tongue:

also the main hero has a dash which can be activated by pressing C and has a 5 sec cooldown ( cooldown still has to be linked with bar on screen)
when you press X you activate a dash potion which let you dash instantly you have 5 pottions to start with.

the attack and the dash both have some basic particles and a sound effect.

Spawnpoints: if you run over them you will spawn at the last spawnpoint and store all the coins you have collected. If you die before you have stored your coins your current coins will be gone.

For The UI i haven’t done much art yet just the health slider which works good and simple values for the cash, also thx again DargodsLair for the great tips ;D

That’s it for now :slight_smile: Im really looking forward to add more :smiley:

Hey Guys, again a big update progwise :smiley:

I got baricades which you can hit to get your health back

Magic rocks which cast a magic circle on the ground and cant be destroyed

I changed the spawnpoints to particle systems so green for the active spawn red for the unactive ones
and when there is any enemy all spwanpoints will turn grey so you are unable to store your cash :).
And if you die, everything is reset all enemys are removed, also all coins because its not the intention everyone goes coinfarming.
still have to work on that one because already defeauted enemyspawners will also been reset. I got walls to prevent players would walk
on alot of previous spawners the walls are just a row of trees so you are unable to pass.
The movement of the knights got more intresting sice I added a bit more randomness and gave the knight an attack and some animations ( walk,idle,attack,die).
when the knights attack you when they arent under influence of a healcircle they will heal you if they are in a heal circle they will damage you for the same amount of damage.
This damage is a bit randomized. Beside I gave the swords of the maincharacter a bit less power (Made them instakill everyone at first for testing). So it can get kinda tough if you get cornered by 2 mages :P.
But to counter this I’ve also added healthpotions if you press V they will heal you for 1/5 of your maxHealth with a delay so you aren’t able to spam all the potions at once.
For now im working on a shop so you can actually do something with that hardearned cash but its not implemented yet.
Together with the shop i want to make a pauze menu for now its just pressing p for pauzing and unpauzing ;D

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And i also made a small icon since i got distracted, maybe it should be less “painted” and more slick design or is it ok this way let me know what you guys think.:slight_smile:

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Hey,
I’ve got some huge upadates:

I added 2 extra enemys a crossbow archer and a normal recurve archer. The crossbow archer shoots 1 arrow at a time with a lot of damage but he shoots very slow. the other archer shoots 3 quick lowdamage arrows at once beside that i added a mesh with an animation to the spawnpoints. For the huds I added a startscreen but still got some work on the graphics of that one and adding more buttons eg for controls and stuff. I got the shop working and the Ui updated and also added a pauzemenu where you can RQ to the mainmenu or get back to the game. Beside that I made some grass that updates with the position of the maincharacter. Also a special attack has been added, when you get hit 10 times your ragebar is full and then you can hit enemys inside a small circular range. I also added some Bg music and coinsounds.

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the last update,
the game
heres a download of the game i hope you guys will enjoy it as much as i enjoyed making it.
If you see anything that could be improved i would be glad to hear it :0
https://we.tl/KFEFbaSCxB
and some screenshots :stuck_out_tongue_winking_eye:
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