This would allow users to both take cover and return fire, and escape a firefight if necessary utilising cover, to take another route and engage in the firefight from another perspective is necessary.
The design can also be scaled by a user, using as double jump to get over the lower layer of the cover, this can also speed up a firefight as a player can make use of the cover, then scale it, putting an opposing player under pressure.
With the animation in mind the top piece was moved from the centre to one side to aid the animation process.
I have also modelled a rough 3D mesh which may take its place further in the development cycle, the texturing is still subject to change but will be weathered to fit in with the theme regardless, it may also be destructible, though that may prove negative, taking away the cover aspect in corridors, it will definitely be split into two separate meshes so that I can animate the wooden portion to move side to side.
They were animated using the exact same procedure as an elevator, only triggered with an event instead of when mounted, the event chosen was "level loaded". When given the event node in Kismet I linked the 'loaded and visible' option to the start of the animation and selected the loop option, forcing the animation to loop and play infinitely as imagined.
This has had a good effect on AI gameplay so far but due to the pathing 'line of sight' system I will only see how this feature truly works when I have a full team of my peers in control, as players are vastly different to AI controllers.
Any updates on animation or changes in design will be documented upon action at a later date.
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