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Hyper light drifter sprite art advice
Hyper light drifter sprite art advice





hyper light drifter sprite art advice
  1. #Hyper light drifter sprite art advice how to#
  2. #Hyper light drifter sprite art advice download#

Problem: While implementing the potion in the engine, it was difficult to understand how to use the GAS to interact with the HUD.

hyper light drifter sprite art advice

Use it too early and it’s useless, while using it too late means you lost the game. Having a duration also means that players need to think about how they use it. This situation occurs in the late game, which means the potion needs to be worth its high cost, while also making it so players can’t abuse it. At the surface, this potion seems extremely broken due to the buffs it gives, which is why the cost would be extremely high. This would allow the player to either defeat all the enemies or have a high enough defense to get out of the situation. The character would get a buff to their defense stats for a short duration and heal. This is when I had an idea to make a potion like the overshield from Halo. I would gain more health and still be trapped with a very slight advantage now. Popping a health potion would give more health, but it wouldn’t help me with the situation I was in. After I played through the game several times, I noticed that there was nothing to help me if I was swarmed by enemies. This would also break the game due to weapons either already having a fast attack speed, or extremely powerful weapons having a ridiculous advantage. Creating a potion that sped up the player’s attack felt like a decent choice, but that wouldn’t reflect the overall combat design of the game. Speed potion was also already an obvious choice, so I wanted to go with something else. I thought of making a speed potion to run around faster, but then I accidentally discovered the sprint button.

hyper light drifter sprite art advice

I didn’t want to make a simple potion just to make a simple potion. I wanted to make a new potion, but I didn’t want to make something that seemed like an obvious solution. Overall, this is a really solid template for anyone looking to get started with and is great for learning the gameplay ability system.

hyper light drifter sprite art advice

Each ability is fun to use, and the potions help. Besides that, every weapon feels unique and strong. This makes it difficult to counteract stronger enemies. What I discovered is that everything is expensive for the amount of souls the player can obtain each wave. Having the debug feature to add more souls allows me to test the varying weapons, abilities, and potions. This can come down to either weapons not dropping, inability to carry multiple potions for later rounds when needed, or not collecting enough souls to purchase new abilities or weapons. The player does progress by defeating waves of enemies, but there is no reward for their efforts. The stamina system would then be scaled on a basis of level, where the player would have more total stamina the higher their level. First you create a stamina system and lock those type of movements to it. This is one area where I the GAS would come in handy. I noticed that dodge rolling was infinite and immediately attack when coming out of a dodge roll. As this was simply a template, I dove deep into the abilities and balancing as a whole. There were several things with the User Interface that would need work, along with teaching the player certain aspects of the game. I didn’t only look at the player and enemy’s abilities, but also looked to see where I could improve the template as a whole, as if I was going to release it. And the third task was to design a new weapon that could be implemented into the game. The second task was to read through the documentation to create a new potion that affects the character in a unique way.

#Hyper light drifter sprite art advice download#

First was to download Unreal’s Action RPG template project ( ) and play through it to see how it played, the character’s abilities, enemy abilities, and the overall progression of the character. I had three tasks I wanted to complete at this time. With this in mind, I decided to learn as much as I could about it in about 2 weeks time. This allows the designer to go into one place and balance everything in a few short minutes instead of opening up every asset and plugging in a different number. It allows for quick iteration time and is extremely useful for balancing weapons, items, and other stats as a whole. Unreal Engine’s Gameplay Ability System (GAS) has become popular over the last year or so when it comes to making gameplay systems and balancing.







Hyper light drifter sprite art advice