Saturday, 11 June 2016

3D Computer Game Engines - Changelog 4.0; CTF-Millv10

Items modified this changelog;


  • Lapse in time between damage dealt via pain causing volume.

Details;


I have been experimenting with the time lapse between damage when the player interacts with the environmental hazard, though the damage per second still ultimately dictates the amount of damage dealt.
If the damage per second remains at 10, but the lapse between damage is set to 0.5, the damage dealt to the player will appear as 5, this is down to the damage being predetermined to "damage per second", and the length of time itself isn't editable as such.

I have changed the lapse between damage to 0.5 seconds, whilst the player is still receiving the same damage, they are receiving it more frequently and this may result in player experience changing, wanting to get out of the environmental hazard faster to minimise damage taken, this is still not set in stone and I will continue testing until I and my peers are happiest with the result.



I am also having slight issues with the implementation of friction within the environmental hazard, this was a suggestion by one of my peers, to possibly slow down the movement of players and bots when within the pain causing volume.

I am under the assumption that without making the volume a water volume, I am unable to alter the fluid friction, as I have changed the value between 1.0 and 40.0 with, producing no navigational effects on players or bots.
Changing the volume to a water volume would add unnecessary animation changes to both the player pawn and bots in-game, and would result in them appearing to swim over the molten steel which would look out of place.

Without casting effects to the pawn used in the UT Editor, I am unsure as to ways I could change this. Adding to this, as I have tried adding effects to the character previously (when trying to blueprint my own damage over time sequence) and have come to various stumbling blocks, due to the limitations of the character effects in blueprints.
These are of course counteracted by the fact there are things like pain causing volumes freely accessible to use, but there are once again, limitations to the usage.

Bearing this in mind, I will for now, be leaving the friction unchanged and moving forward into another peer review for any feedback on the regularity of the damage dealt, once this has reached a point at which I and my peers are happy with the values and functionality, I will endeavour to revisit the friction values once again.

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