In class we learned about three separate ways to create
projectiles in Unreal Engine, Line Tracing, Spawn Projectile, and Spawn Physics
actors, each tailored towards different types of weapons/other projectiles. For
bullets, lasers and other more instantaneous-esc moment, line tracing proved to
be the most effective, as it easily travels the fastest, but wouldn't be as
accurate a projectile system as the projectile spawning system. The projectile
spawn system is just how it sounds, pre-built with "fake physics"
that are less taxing on the game engine, and allow for simplistic additions to
how they interact with the game environment, other actors, etc; though it can
be difficult to implement true physics with this projectile and the nature of
it being pre-built means that once you break it, it becomes difficult to
repair. The last actor is more very adaptable, but has to be built from the
ground up, the "spawn physics actor" puts any SM through the physics
engine, and as such is pretty intensive on the game engine, especially in high
amounts.
References Used:
https://www.youtube.com/watch?v=i737rM6FxqE&t=48s
https://www.youtube.com/watch?v=bGtTBySkpjk&t=326s
https://www.youtube.com/watch?v=-Bybon6YHP0&t=244s
Of the three I explored, I feel as though the Line Tracing
projectile system would work the best for "MAC Platform;" due to the
high velocity of Magnetically Accelerated missiles. While projectile movement
would also work, (though perhaps with some problems with working the physics of
the resulting explosion and WHERE to spawn it) the advantages of Line Tracing
fit in well with what I have planned. Especially because I do plan on this
weapon being something that explodes against the first surface it contacts
with, (probably adding impulse at the location of impact) and not employing any
kind of bouncing projectile.
What might also be interesting for this weapon is a lingering AOE
effect, possibly burning or electric sparks that are left over for a short time
after the initial explosion, (I could also make it where the AOE slows down
opponents, being meant as a small amount of damage but a movement debuff,
making it easier to land consecutive shots)
In conclusion I would like my projectile, (In terms of
functionality in Unreal that is) to accomplish the following
1. Charging state when initially pressed, giving the prey time to
dodge and forcing the user to THINK before firing, rather than firing
randomly.
· Metal starts to glow, relatively dimly
· Electricity building along the barrel,
starting in the back and coming forth until the entire barrel is covered in
electricity
2. Long reaching beam effect that will end at the first object it
collides with, triggering the initial damage and explosion effects/physics
impulse force at the location.
· Interior Metal Glows super bright, though
not quite in an explosion of light.
· Huge muzzle flash at the barrel of the
weapon
· Medium sized explosion at the barrel of
the weapon
· Long reaching stream of energy roughly the
same size of the barrel, becomes thinner and thinner as it dissipates. (possibly
breaking at random as it dissipates and becomes thinner)
3. Explosion that does the majority of its damage in near the
point of impact and has a drop off of damage in the more exterior locations of
the explosion.
· Super heated metal shell bursts open as it
collides with the object
· Explosion expands, completely shattering
the metal shell and resulting in a bright explosion of super heated energy
· Explosion subsides, becoming more medium sized
as the super heated debris escapes the explosion, leaving trails of fire.
4. (Optional, but preferred) Lingering AOE effect of some kind, EMP effect will trigger if the
player lands a direct or near direct shot. (This could be constructed by
spawning an actor without collision at the location, set up with emitters that
leave the lingering trail of electricity or fire while a trigger box damages
anyone that is within it)
· The general damaging area of effect will
be small lingering amounts of sparking electricity and glowing, super heated
material that has melted from the explosion.
· A bursting flash of electricity
(relatively dim, not blinding) occurs as the EMP triggers and the vehicle is
covered in a cloud of sparking electricity.
5. (Probably drop this) Reload effects, SFX, and other indicators after two shots.
· Burst of grey smoke escapes from the barrel vents, followed by a gentle stream of grey smoke
· Glowing barrel reaches a state of relative
dimness for a few seconds before subsiding and no longer glowing.
- General Game play with the weapon: I imagine most skilled
players would use the first shot to crack through armor and slow down targets
to make them much easier to eliminate, (the AOE ensures you don't necessarily
have to land a DIRECT hit, just hit near them) and use the second shot to
finish them off. The limit of two shots prior to reload would ensure that the
weapon needs to be fired accurately, and the lack of any kind of arc would make
the weapon less suitable against enemies on raised elevation; but excellent for
snipers or those on raised platforms. However, players would also need to fire
only at distant targets, as firing at people too close to themselves would
trigger the explosion right in their own faces... Overall I think this would
make for a sort of, explosive sniper with lingering damage, powerful, but
requiring some forethought to use rather than a traditional
"run-and-gun" type of weapon.
References Used:
https://www.youtube.com/watch?v=i737rM6FxqE&t=48s
https://www.youtube.com/watch?v=bGtTBySkpjk&t=326s
https://www.youtube.com/watch?v=-Bybon6YHP0&t=244s
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