My job with this project was to be completely in charge of spells. So basically I got to let my imagination run free, and if I could figure out how to do it, I got to make my own magic! It was pretty cool because I was virtually creating magic through my code, and it felt like I was trying to discover this "magic" for myself as I worked out the logic of the code. Honestly one of the most fun programming problems that I have had to solve. I really enjoyed doing these.

Unfortunately, casting magic missiles in Unreal isn't as easy as rolling a D4. (Get it? DnD reference) Because I am a bit handicapped when it comes to the Unreal system, It took a bit of time to create the visual effects I wanted to have with the spells, thankfully Parker helped me figure some of it out. It also took me quite a while to figure out how to implement a lot of what I wanted to do. But through tons of time, research, googling, time, trial and error, time, luck, teaching myself, and time I was able to figure out how to do everything that I set out to accomplish!
The list of spells that I wanted to (and did) accomplish plus more! Feels great to complete %110 percent. Originally I had only set out to finish the first 5, but I finished a little early on my stuff and was able to crank out the chain lightning spell in the last leg of the project. Out of all of these spells, the chain lightning is by far my favorite because of the logic that goes into implementing it and how unique it is.
- Fireball (single target)
- Large Explosion (AOE damage)
- Curse (larger AOE damage)
- Orbital Strike (homing magic missiles)
- Summon Companion (Spawn friendly AI to be your body guard)
- Chain Lightning(incrementally spawned AOE)
I will do a post for each of these spells, where I will explain the logic and the visual effects for each of them.
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