Plasma go Boosh
BLOG ENTRY 6 - 8.27.2020
Well, I wasn’t able to get the animations working nor the cover system, I DID however make a nifty little bomb. While reworking each classes skills, We came to an agreement that the original plasma charge which empowered the other skills is now and ultimate ability. Which I will be working on this week as I’ve already got an Idea on how to implement it in UE4. It’ll basically allow you to spam your skills for a short amount of time, In theory, it should be a lot of fun to dash around the map dropping bombs and instakilling dudes with your wrist weapon.
So the current 3rd Skill which will keep the plasma charge name will be like a plantable explosive. I used a mesh from a set of free steampunk assets that were available a few months ago. I changed the materials emission color to a nice teal. Had to scale because it was tiny but now it’s sufficiently visible without feeling clunky. I also placed a couple of particle effects, one to give it an aura for visibility and a sort of timer, I haven’t truly timed the particles to the life time of the plasma charge itself, but it looks okay. I also added an explosion particle effect in the end to give it a nice explosion. I used another set of particle effects and I had to get into it’s guts to learn where to change the color. I was able to figure it out and it turned to a nice teal color that really matches what will be the characters color scheme for all skills.
The only thing I need to do now is create a collision sphere so it can do damage to enemies and maybe cover? hmmm… Maybe could be interesting. Right now though it feels good to spam, has a 3 second timer and a functional cooldown, you can also use it while mid air with the dash, which opens a whole lot of possibility space. Plus it goes boosh… :D
I’m pretty proud as it’s another thing I figured out by myself. granted I’d already done actor spawns but figuring out how to do it where it didn’t mess with collision and stuff and spawned at the correct place really gave me a boost of confidence that I’ll be able to make the entire class as I picture it.
I’ll be working on an ability UI soon as well, though I just have so many tutorials I have to watch, absorb and actually get done. It’s overwhelming but considering I’ve made significant progress lately, I feel like if I finish certain ideas, once they’re done that’s another thing I don’t have to be thinking about, sure bugs can come up later, but this is a work in progress and so far, I’m liking that it’s shaping up quite nicely.
For now I really don’t have much else to report but knowing that once this class’ kit is complete I can start experimenting with the other classes. I’m also working on a class selector for testing purposes, to be able to switch between them and make sure nothing is broken when making new skills.
Lotta stuff to do, but anyway, Lets see how the ultimate ability turns out. and I’ll update next week.
Tired and/or Wired
Daniel “Freaky” Aguilar
Game Designer
Plasmapunk Studios