In this episode we refactor our blocking system as requested, to a more simplistic approach that removes the need for the use of colliders. Our new blocking system simply relies on a calculation between the attacking objects position, and the targets position. We also swap out our old way of animating blocking, and we replace it with an 8 way directional animation system, similar to our locomotion. This portion is honestly just for polish and does not effect the system itself. Lastly we add the ability to "Guard Break" a character. We begin by creating guard break modifiers on our weapons. When the weapon contacts a blocking character, depending on the blocking items "Stability" rating, and the attacking weapons "Guard Break Modifier", an amount of stamina is drained from the blocking character. If the stamina goes to or below 0, a "Guard Break" occurs, where the character is then open to a critical attack like a riposte. If the stamina remains above 0, a normal blocking animation is applied.
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► EPISODE 108
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https://www.youtube.com/watch?v=GXMl01AQyXo
This is the first official DEV log for my project "Nephilim". In this video I show case the initial stages of combat development in my game. This video features light and heavy attacks, sprinting, rolling, backstep and jumping attacks, as well as a fully functioning lock on system that allows target swapping based on the targets distance from the right or left of the player!
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https://www.youtube.com/watch?v=m4_axhJq2qs
In this video we apply our jumping velocity during a specific frame of our jumping animation. We then add a forward velocity whilst jumping, the velocity will be dependent on the movement amount when performing the jump. For example, if you are sprinting forward whilst jumping, you will move considerably more forward than if you were walking forward whilst jumping. Lastly we add "Free Falling Movement", giving you the ability to move the character slightly whilst in a free fall.
► DEV LOGS (Second Channel)
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► Pass By Ref Vs. Pass By Value
https://www.youtube.com/watch?v=9uTLFbBOgmw
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► FREE ANIMATION WEBSITE
https://www.mixamo.com/#/?page=1&query=Jump
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► EPISODE 15
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https://www.youtube.com/watch?v=aQ4ExYkZskc
In this video we create the framework for our "Weapon Item Based Action" system. This framework will essentially allow us to assign each weapon unique actions for each input on our controller. For example, a "Straight Sword" could have "Light Attack" action on it's RB action, while a "Staff" could have a "Cast Spell" action on it's RB action.
We finish by creating a test action to verify the system is functioning as intended.
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► EPISODE 23
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https://www.youtube.com/watch?v=QD8oglRGd4k
► FULL VIDEO
https://www.youtube.com/watch?v=aHu6JCbtKXw
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► EPISODE 104
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https://www.youtube.com/watch?v=kqa34hz0JOg
In this video we add a "Sleep State" to our boss. This will allow the boss to play a sleeping and waking animation if you have not started the fight before. We learn how to use a trigger to enable the boss fight, and finally we create a boss HP bar system that can support multiple bosses at once.
► DEV LOGS (Second Channel)
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► DURK ANIMATIONS & SOURCE CODE
https://www.patreon.com/posts/97264019?pr=true
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► EPISODE 48
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https://www.youtube.com/watch?v=dDTde6ly6WI
In this video we learn how to set up an animation blend tree. We then use this animation blend tree to determine our character's movement animations based on their movement speed. Lastly, we sync these movement animations for online play.
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► EPISODE 6
https://youtu.be/OHXhDe_Nj44
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https://www.youtube.com/watch?v=i4msADmNMOM
Previously we handled stamina drains using several animation events. Now we utilize our new "Attack Type" system to handle them all in one function. This allows us to use the same animation event for any attack animation we place into the project, the stamina drain of that particular attack is then checked using our new functionality; which compares the weapons drain modifiers with the current attack type.
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► DEV LOG EPISODE 2
https://www.youtube.com/watch?v=aHu6JCbtKXw
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► EPISODE 107
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https://www.youtube.com/watch?v=HzCDlu3DR7s
In this video we create our first spell! The heal player spell.
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► EPISODE 41
https://youtu.be/BZFbIZ3AGao
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https://www.youtube.com/watch?v=CaB4gjFUn10