Upto Chapter 4, topic 4.2 - Gameplay Cues
| Chapter | Topics | |||
|---|---|---|---|---|
| 1 | 1.1 - GAS & ASC initialize | 1.2 - Attribute set | 1.3 - Gameplay Effects | |
| 2 | 2.1 - Melee implementation | 2.2 - Melee Ability | 2.3 - Block Ability | |
| 3 | 3.1 - Triple Jump | 3.2 - Sprint Ability | 3.3 - Dodge Ability | 3.4 - Dash Ability |
| 4 | 4.1 - Disables - Silence, Stun | 4.2 - Gameplay Cues | 4.3 - UI with GAS | |
| 5 | 5.1 - Blink + Ability Task | 5.2 - Passive Ability | 5.3 - Curve Table, MMC | |
| 6 | 6.1 - Effect Execution Class | 6.2 - Stacking and overflowing |
- Implemented
- Base attributes: Health, Mana, Stamina,
- Core attributes: Strength, Agility, Intelligence,
- Battle attributes: Armor, Movement Speed, Attack Speed etc.
- Attribute widgets appear on HUD dynamically, when a pawn is possessed by player.
github-attributes-ui.mp4
- Parry window while blocking.
- Blocking damages stamina, while parrying returns damage to source' stamina.
github-melee-block-parry.mp4
- Any number of maximum jumps can be used, just by modifying an attribute.
- Jump recharge effect occurs to refill number of jumps to maximum.
- Also updating character walk speed in level based on a movement-speed attribute.
github-triple-jump.mp4
- Implemented disable statuses from DotA 2 such as root, disarm, silence, stun etc.
- Implemented using Gameplay Cues with appropriate animation across a multiplayer network.
github-disable-statuses.mp4
- Created an Asynchronous method (latent action) that can send a target data to server.
- The ability sends the target data to server, and upon receiving, the appropriate ability action is performed.
- So a player can blink to a target location that was set by local input values, and action will be performed by Server.
github-blink.mp4
- Triggering a passive ability based on an event.
- Break effect prevents the passive ability from activating.
- Implemented Mana Burn from dota - notice how mana is damaged on melee hit, and when passive is disabled (break effect) mana burn does not happen.
github-passive-break.mp4
- Utilized Curve Tables for Gameplay Effect values for a data-driven approach.
- Used Magnitude Modifer Calculation Class for complex calculation of an effect modifier.
- Also used Effect Execution Class to perform operation on a running effect.
- Health damaged/healed using a distinct meta-attribute.
- Also refining the damage received through damage reduction from magical or physical damage, as in DotA 2.
- Stacking an effect that overflows to perform another effect.