Closed captainvera closed 6 years ago
Seems good. I have no idea how to do that in Unreal though...
Could the weapon system also be used to abstract Boss Attacks? must investigate. Talk with @jcvicente during Boss system implementation
@hineios @MiguelRenda @jcvicente Do you think it's still worth it implementing and experimenting with a melee system?
Tendo em conta o prazo que temos xD Não vale a pena penso
No melee system
Combat System - First Iteration
The Combat skills of FlyBoy are told in legends! He has 2 main stances, ranged and melee. He should be able to switch between the two with an easy button (L1 for example). These 2 stances have completely different fighting style but should have exactly the same control scheme and it should be intuitive to change between the two.
Since we want the player to be able to make custom loadouts that can be composed of 2 ranged or 2 melee weapons, or any other combination, all weapons should belong to the same base class.
Proposal
(Still haven't programmed in UE4 so correct me if there is an easier way of doing any of this)
all class names subject to change
There should be a base Weapon Class (interface) that serves as a data structure with relevant controlling values:
Two subclasses of this should implement Ranged and Melee (R and M) basic interactions. "Default" weapons can be implemented by instances of the R/M classes. Other special variations can be implemented as subclasses of these that change certain aspects (e.g: Match Dealing dmg to the player if held for too long)
To Do
@hineios @jcvicente @MiguelRenda Comments please