Re: [Unreal Engine 4] Meridiana’s Magical Investigations - Stealth 3D Game
Swiftmoon, I'm sorry it doesn't work for you. I should probably double my focus on optimizing everything.
VersusX, I'm glad you're digging it!
Its odd because the chance of getting one animation or the other are about 50%, but people seem to get the BJ animation more. In the next build it will be one animation that has multiple stages, so that won't happen anymore.
-Yeah, I will need to implement material based footsteps at some point.
-Casting a spell does a dot product too see if the enemy is in front of the player, but I agree, sometimes its hard to cast spells. Its set up in future builds so that if you're already in combat, if there is no target, it will just cast the spell in the direction the player is facing.
-The enemies on the roofs are kinda bugged, because once they get down they can't get back up. Enemies shouldn't be able to see you from behind when you're stealthed, but they do HEAR you otherwise when you move to fast. I do want to do some tests with a MGS kinda controls, only spells instead of guns. I kinda worry how that will work with enemies that melee instead of ranged.
-Noticed the wall thing too, I fixed most of that for the next build.
-The transitions are pretty wonky, I've experimented with having a camera fade to hide them, and that seems to help a bit.
-I'm not too well coursed in matinee, but I assumed it was more for static cut scenes. Can it be used for dynamic stuff? I guess I need to look at it more.
-Definitely need to work on mixing all the sounds! I'll probably just leave music off for the next few builds.
-Having a zoomed stealth camera isn't a bad idea, and that's something I might play with. I'm a little torn on having alert indicators. Its definitely helpful, but at the same time having an enemy sneak up on the player entertains me a lot.
-For the looting, I just wanted to get the frame work in first. So right now it doesn't do anything and you can't use money for anything. Eventually though!
-Spells use stamina FIRST, but will use magic if you don't have enough. This all needs to be balanced, but I wanted someway for the player to be tactical with spells without it draining all their magic power.
-I'm glad you like my wonky icons. All of the UI stuff needs to be overhauled, I just wanted to have something there in the mean time.