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Скачать или смотреть Unreal Engine 4 : RPG Engine Tool Kit - Game Side Implementation 4 - (Early Dev)

  • Kevin Mitchell (12 CatBlack)
  • 2016-04-10
  • 5333
Unreal Engine 4 : RPG Engine Tool Kit - Game Side Implementation 4  - (Early Dev)
Unreal Engine 4RPGEngineTool Kit12CatBlack
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Описание к видео Unreal Engine 4 : RPG Engine Tool Kit - Game Side Implementation 4 - (Early Dev)

Added Actor data to house all Actor specific settings IE alternate character actor skeletons for cutscene specific actors, actor specific icons etc, And Class Data to house all class specific settings currently has the class animation, Armor data houses race specific gear to match items to different race models AKA MMO type of setup so the same armor definition can match the race for that gear type. Weapon data specifies all meshes that make the weapon definition as well as its each meshes sheethe location. Combined sprint and dodge into the same trigger press double press for dodge and hold for sprint. Moved the Enemy Hud from 3D space to 2D, Added a item tracker for drops, Implemented the ability for enemies to uses combos and charged moves. Added the ability for enemies to use skills and magic based on configurable settings Life %, number of turns and elapsed time. Recreated the animation BP to be modular and configurable for different class animations IE Monk and Swordman class. Changed the Behavior Service to read data like enemy attack length,skills/magic potency and cost from the database. Added basic logic for the AI Tactics types to help sway enemies behavior based on Ataic Type. Not all Tatic types will be configured. Adding support for AI Party members to uses skills and magic based on AI Tactics and active commands issues by the party leader. Added auto detect for entering and exiting battle based on enemy proximity. Added camera zoom to the camera R3 trigger. Just about everything has been Sudo implemented from the database structure. The last thing to implement is Summons, then to get back a few FPS's verify what structures have to be manually baked in release builds. And Iron out a few bugs. May add swordsman class animation so the swordsman isn't using the animation from the monk class to show how the classes can easily be changed and modified to create a new class using a child instance of the class animation BP master object.

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