Here is a quick video of a dungeon game I have been working on…
It is an homage to Dark Souls, and features:
-Dark Souls Controls and Targeting
-Multiplayer pvp and co-op (in progress - will post video)
-Opening Chests and doors
-Changing armor and weapons
-Skeletons to kill
-Uses Infinity Blade Assets (thanks Epic!) and other Marketplace Assets
Currently I am working on getting a plugin for calling DynamoDB on AWS… will use this to serve as a “registrar” to summon phantoms into each other’s world for co-op or pvp
Thanks SaviorNT - The dungeon was quickly blocked out using BSP and a texture with world aligned UVs. Worked really well - might upload short video tutorial on it…
Maze generator also looks really cool - was planning on investigating that at some point.
Looking very nice ! I think it needs some work with animations but its a WIP … I also think you should have more columns , some moss/vines on the walls , some fog , maybe some red smoke effect on the eyes of the skeleton but other than the like the movement system looks very very nice , also the HUD looks similar to the one in dark souls Great job !
Columns, fog, and smoke is great idea… going to add that.
Been using animations from Infinity Blade, as well as a few Marketplace assets such as Kubold’s Sword & Shield Animset Pro and the Dynamic Sword Animset.
The knight is the subject for an upcoming training series on Patreon created by FreemanNGT. The series will focus on taking a game asset from concept all the into Unreal. (Patreon link coming soon)
How do you handle the collisions of the sword against the enemies? Like it can be seen around, with a few sockets along the blade, and some traces each frame from the previous position to the current one?
Thanks Zoubi - I tried a few approaches, and currently ended up using something similar to what you described.
Every tick, on the server only, I do 3 raycasts:
Tip of weapon to base of weapon.
Tip of weapon last tick to tip of weapon this tick.
Tip of base last tick to to tip of base this tick.
This seems to work fairly well - I may add an additional “middle of the weapon” to “middle of the weapon last tick” if I seem to have any issues making contact.
I may also consider using different casts for different weapons or attacks. e.g The thrust attack really just needs the single cast from tip to base, while a hammer smash has different considerations.
The rest of the combat involves determining staggering, blocking, which attack lands in case of tie, etc…also when to defend ,retreat, advance.
I am currently investigating behavior trees - right now most of this logic is in blueprints.
Before using multiple raycasts each frame, did you try to use a simple capsule / box collider around the blade, and use the embedded OnComponentBeginOverlap functions?
Dark Souls or Dark Soles? you title vs video naming is different, seeing Dark Souls is already a game you mite not want to use that, nice work so far i see your also using the ARPG inventory.