There was an old meme a decade ago called Karateka Dance or Ninja Work(s) It. An animated gif with the ninja from the game Karateka dancing like MC Hammer to, I believe originally, the song “Harder, Better, Faster, Stronger” by Daft Punk.
I rotoscoped the frames in 3D with Blender, animated them in UE4 and made this video.
I did this to test an idea for an ultraviolent retro shooter with dismemberment mechanics.
Someone asked how to implement footsteps when not using Animation Blueprints and therefore without access to AnimNotifies.
Basically what I did is check everytime the Flipbook plays the 2 frames when each foot touches the floor, then trace to the floor and play a different sound depending on the Physics Material.
And because every time I switch angles the animation resets, I had to add some extra functionality to the sprite logic.
The solution is to save everytime at the end of the calculation what is the time of the Flipbook playback timeline and the angle, and at the start check if the angle has changed, and if it has, play the animation from the position saved previously with the extra DeltaTime.
Also, as you can see, I added a very basic patrol mode.
Unless something VERY interesting catches my attention the next thing on my list would be gore, specifically blood squirts, exploding corpses and blood pools.
This is a short video with 3 bigger monsters that could represent bosses with some interesting shooting patterns.
And they have some improvements in the Pain State, I’m using Timelines instead of Delays so when the Pain State is triggered I can stop any countdowns and just switch the logic to the stun without being interrupted by other function that was latent waiting for a Delay to finish.
-Actors have an audio component instead of using the “Play Sound” node.
-Soldiers drop ammo when dead.
-Enemies react when attacked.
-Minigunners shoot with the proper speed, now they’re extremely dangerous. When I implement infighting it’s going to be hilarious.
-The crosshair uses an individual widget with a new material and can be easily customized.
-I removed the spread from the pistol, now every time you shoot it hits the center.
-Every weapon is an individual actor with its own logic. This is in fact the way I started the weapon system at first, then I put everything inside the Player Character, but this was a bad idea. Now everything works perfectly and is more manageable.
-For weapons I swapped Delays with Timelines and this made disappear any previous glitches I encountered.
-Weapons get attached to a Scene Component, it allows me to do switching animations and it’ll allow me to make the weapon swing when the player is moving.
-They also have some of the networking functionality in place, shooting is calculated server side and the effects (damage and sound) replicated.
-Some actors have a dynamic light component.
-The Main Menu is no longer a photo, is its own map with a special camera actor (a pawn) that slowly turns randomly. I’ll use this new camera for map and match endings like Quake does.
-There’s a basic menu with audio volume, video options, start map options and server browser. It needs improvements but it’s functional.
I’ve spent a lot of time with the networking bit of the logic and I haven’t finish it yet. I think I’m going to stop working on it until I finish other things first because there’re still some fundamental parts that I can’t figure out and they’re taking me precious time away that I could spend on other stuff like better gore with gibbing or making more enemies.
It’s a little bit disappointing but it’s the best way to move forward and get things done ASAP.
This is some gameplay footage from the pre-alpha version of my upcoming game ProBoon.
It will be released initially on Steam with a full single player campaign and multiplayer with different modes including co-op, deathmatch, duel, team deathmatch and invasion, which is a wave based cooperative mode against hordes of monsters.