Mech Enemy
Author: Austin Anderson
Date: 11/2/23
Problems:
This week I created a mech enemy. While creating the mech enemy, I had multiple things that needed to get done. First, I needed to create the animations. Once I got the mech moving around correctly, it then needed a behavior tree to tell it where to go. After I got the behavior tree working correctly, the enemy now needed to be able to give and take damage. Finally, I had to create spawners for the mech enemy. This was the most interesting challenge because, as it sits now, the game mode just loops the through the spawners and spawns about 10 times the wave number.
Solutions:
Firstly, I got the animations done by creating an animation state machine. Then, I created the behavior tree to tell the mech when to go where. You can see both of these in the photos above. For the damage, I first gave it a health component so that he could take damage, and then gave it a large collision box for when it attempts to damage the player. Lastly, came the spawners. The initial creation of the spawners was pretty straight forward, the hard part happened when I tried spawning the mechs. Originally they would get spawned like the base enemies, in the tens at a time as seen in one of the photos above. I needed to just spawn one at a time so I ended up just setting the loop variable to the variable that the loop was being checked against if the spawner is a mech spawner. All in all I think I have a good start to the mech enemy.
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Cyber Siege
Third-to-First person Castle Defense game
Status | In development |
Author | TheCodeCollective |
Tags | 3D, First-Person, Futuristic, Robots, Singleplayer, Third-Person Shooter, Tower Defense, Unreal Engine |
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