Foundations of Enemies and Animations


This week I was attempting to start adding more enemies to the game now that I have some of the framework for how they should be setup. I started finding more models and animations to use and setting them all up but I quickly started to realize I was redoing a lot if the same work over and over. I was having to make all the same variables and re-blueprinting a lot of the same functionality into multiple enemies and even remaking the same ABPs and I figured there must be a better way than having to redo the same work over and over for each enemy.

Although it may not seem like a lot, having to re-blueprint this and add all the variables every time take a decent amount of time and if I miss anything, it can take a long time to debug the issue

I decided that a lot of what I was having to do over and over can probably just be moved to the base class for the enemies so this next week I will be working on moving that stuff over so I can make new enemies faster but the one thing I wasn't sure of was all the work I had to setup in the ABP. Having to set that up every time also is a bit time consuming and since the enemies, at least the ore ones, are going to be using most of the same skeleton and animations, I was wondering if I could make a base ABP similar to a base enemy and put all shared functionality into that. As it turns out, you can make a base ABP and have children of it but I think its a bit more complicated than just a base enemy so I'm also going to be looking into that to hopefully speed up the process in the future.

Again it may not seem like a lot of work, but it is very tedious and meticulous and if I forget anything, it will not work and I have to basically do it all over again to find the step I missed and it takes time away that I could be using to do something else more productive

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