Regarding UMA Ragdolls: You can also add a UMA Physics Avatar component to the UMA, and it will set up the ragdoll for you at runtime. It will also let you set up a Player and Ragdoll layer so that the ragdolls do not collide with the capsule collider. It also makes it very easy to toggle the ragdoll state. You can see their example scene under the Physics folder. Not sure what was going on with those wings though! I'm currently saving up for "PuppetMaster" addon for "active ragdolling"/"physical animation" (animations colliding with walls), as their author has confirmed it has runtime UMA support. It's pricey though, and not yet at the top of my buylist. Also, do you have any audio stuff worked out? That'd really ramp up the immersion. And lastly, maybe instead of starting with all the weapons, maybe you could add them as pickup objects, or maybe progressive unlocks after you kill certain amounts of zombies. Just a suggestion, as most games don't start you out fully armed, so you don't feel overwhelmed by choices. It could also be a way to balance pacing, as the increasing amount of enemies balances the increasing power of weapons unlocked. Solid updates! Looking forward to more
@WizardsCode
4 жыл бұрын
Ooooohhhh.... that UMA Physics Avatar sounds awesome. I was not aware of that - thank you!!! For Audio, yes and no. I have the weapons done. For the enemies I did have it working with Emerald AI, but I've not reimplemented it since moving to Node Canvas for AI. I wanted to get the Zombies hearing sorted first (now done). The idea is that the Zombies will scream before attacking. This will serve two purposes 1) warn the player an attack is incoming (hunker down in a defensible position) and 2) call nearby Zombies to the leader, in future they will only attack when there are >x zombies. So, coming back soon. You called it, again, with the gradual introduction of weapons. Ultimately the game will be a rogue-like with very limited carrying capacity for the player. Choose the wrong weapons for a particular level and you will have a tough time clearing it, take too many weapons in you won't be able to carry the cool Nimbus 2000 you find along the way (sorry... reading Harry Potter to my daughter right now, there aren't any broomsticks in the game - at least not that I know about today). Thank you again for your awesome comments, truly helpful.
@Xerobound
4 жыл бұрын
@@WizardsCode Funnily enough I didn't know about the Bone Builder until you used it (as I always built ragdolls with the physics avatar script/physics recipe), and until then I was planning to build a script to connect the FI Impossible Look Animator asset into UMA at runtime. The Bone Builder made it very easy.
@WizardsCode
4 жыл бұрын
Excellent. I love the FImpossible stuff. Glad the bone builder made your use of it easier.
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