Mythforge - Weekly Devlog #1


Welcome to the first weekly devlog update of Mythforge

Stuff I've worked on the past week:

  • Adding the Twinsword weapon type with the animations
  • Figuring out how I can change the appearence of our character without breaking everything
  • Parrying
  • Minor code fixes

So lets start talking from changing the player character. 

I've been already working on it on and off from the start of the project but I couldn't manage to change the character I've been using which came with the "Advanced Locomotion System (ALS)" package I got from the marketplace. The creator of the package changed some bones' locations on the default Unreal Engine mannequin so I wasn't able to just plug and play the animation I got which were made for the Unreal mannequin.

An example of errors I was getting when I was trying to retarget.

The foot tapping issue.

I found out that I could just add a skeletal mesh to a section in the character blueprint to use that mesh as the visual mesh and use the animations of the master mesh.

Currently, I've used Greystone from Epic's Paragon as a placeholder. Results aren't perfect because ALS skeleton has some bones' locations changed but it shouldn't be an issue when I change Greystone with a naked base mesh.


And here is twinswords:

I also disabled the slow-time effect when we hit something succesfully because it didn't "feel" right. I will get back to it in the future after I add the numbers appearing when we hit to show how much damage we dealt and make some changes to the enemy healthbar.

Parrying

Parrying wasn't working because I messed up a part of the code which was responsible for the parrying logic when I was trying to combine the locomotion system package and combat system package.  I fixed that and now it works like it should. 

Also, parrying and weapon skill attack were bound to different keybinds. I set it up so that when the player has an item which can parry, weapon art attack will play the parry code instead of the attacking code (weapon art is just another form of attack).

Currently, after we parry, the enemy just goes into the idle state and not stunned state. I will be working on that next to create the riposte mechanic from Dark Souls. 


That's it for this week!

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