Ideas Generation for Computer Games was an absolutely core unit of
my year, in which I had to fully implement a playable character and an AI to
interact with.
This expanded my blueprinting knowledge exponentially and tested
me quite heavily at times, as I have a larger understanding of the art side of
the industry then I do of the design side.
I sourced animation packs from Mixamo and implemented them as
necessary to give my character movesets with two weapons, a smaller broadsword,
for which I used a baseball bat model, and a larger greatsword, for which I
used a sledgehammer model I had created quickly as a placeholder.
I enjoyed this unit as I gained the knowledge necessary to
properly implement walk cycles, triggering animations on key presses, setting
specific animations through blendspaces to trigger different animations at
different walk speeds and other vital functions to character implementation
such as attacks, damage dealing and a set of gauges, including restorative
health data, a rage bar which could potentially be used to for a super move,
alongside a replenishing stamina bar, which restores when not in use.
The full corresponding blog to the Ideas Generation for Computer
Games unit can be found at the following link;
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