Essentially there are two different BP actors here: one for the spawner (the plant) and one for the bomb itself. The bomb itself is composed of two static meshes, the bomb and the fuse. I use a timeline to animate the fuse after by simply lerping its relative location and rotation into the bomb so it looks like the fuse is getting shorter. I also attach a particle system to a socket on the tip of the fuse for the sparks. After the timeline of the fuse is over, I use a timeline to lerp a linear color and the scale of the bomb so it gets redder and larger. Then, I spawn a particle system at the actor location and do a collision sphere check to see if any actors that can be damaged (implement a can be damaged blueprint interface) are within the blast radius. If they are, I use that same blueprint interface to send a damage message to each one. Then, I just implement the bomb with my player carry system so whenever the player picks it up, the bomb starts its fuse! Additionally, as you can see in the video, the bombs themselves can be damaged, and when they are damaged they accelerate the bomb to the next state. I.e. an inactive bomb will start its fuse, an active bomb will start to explode, an exploding bomb will immediately explode. Because the bombs implement the can be damaged blueprint interface, they also can be hit by player projectiles and player attacks to start their fuse. This is from a game I am solo developing called Juda. If you have any questions or just like what you see, I would be honored to have you join my discord or following me on twitter. Thanks for reading! Twitter: https://twitter.com/rekystudios Discord: https://discord.gg/r6PK3Cv
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AuthorOur genius Reky Studios blogger extraordinaire, mmmmGoodDinner. Archives
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