I show off the new ballista that I made in blender. It took way longer to rig it up than anything else. Still not sure if it's quite right... I then painted the ballista up in Substance Painter and then got the mesh and textures over into blender.
I then made a projectile system in Unreal Engine that will allow for many different types of projectiles, the first one we finished off was the basic arrow, which you can see firing in the video. This system will allow us to make catapults, cannons, motors, and other firing projectile system, probably even a magical shooting tower is in the works.
We then added a VFX to show a trail behind the arrow, where the arrow hits, and then a quick indicator of how much damage the arrow does when it hits.
Yes, they explode when killed!
We show the basics of the vitriol system. The vitriol system is how enemies are spawned into the world. I am contemplating having "Friendly" mode for the game were no enemies spawn, but that will be at a later date after I get the "Unfriendly" mode in first. I know some people done like to have factory/building games with combat, but I think of this more as tower defense and a core part of the game mechanics for Kastle Kraft. You all will have to let me know if you would like to see a "Friendly" mode or not.
Any who, Vitriol is generated each time you harvest a resource in the game. This is anything from cutting down trees to harvesting ore and others as we add more harvestables. Whether you do it your self or your buildings (Mines, Forrester Huts) are the ones clearing out the world the natives aren't happy. So each resource that is harvested is one vitriol that is generated. We will have multiple enemies each with their own amount of vitriol to spawn. They will be chosen randomly so you may get a simple Skelton or maybe a Dragon, who knows. But the top left Corner will show you what the next enemy to spawn is and how close it is to spawning. Additionally you will he the HP of the enemy and the damage that the enemy does.
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