mysterymagination / ryddelmyst

cutethulhu meets Castlevania on the battlefields of Final Fantasy Tactics!
GNU General Public License v3.0
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Make a configurable spike trap #89

Open mysterymagination opened 11 months ago

mysterymagination commented 11 months ago

I'd like to be able to have a cpp class that a BP can inherit from with params like 'spike grid dimens' e.g. 5x5 spikes and 'spike radius', 'spike height', and 'distance between spikes' that can be adjusted in the editor to visually get a spiketrap collision object attached to the bones of a spiketrap skeletal mesh. Could do something with renderable mesh generation, but that's getting into programmatic animation mods which is way out of scope. For this I was thinking just a nice visually configurable collision shape definition that could lay over our existing spiketrap skeletal mesh like a mask and attach to its bones to follow the spikes' movement in the animation.