I began this sprint by working on implementing shooting behavior for our enemies. Currently my enemy AI was capable of navigating to the player and punching, but not firing projectiles from a distance. To this end, I needed a couple of new things: a projectile for the enemies to fire, a blackboard key containing the range at which the enemy will shoot the player, a BT task to call an enemy’s shoot function from within the BT, and then the shooting function itself within the enemy blueprint. Firstly, I created the BT task so that I could call the enemy’s shooting function, this was almost entirely the same as the original melee task, just with a different function to call within the base enemy class. Second, I created a decorator that checks if a target actor is within a range defined by a blackboard key. Within the AI controller, I assigned a FiringRange key inside the blackboard based on the enemy data table I created last sprint. Finally, the last thing I needed was to create...
Deep in the woods neighboring a quiet village, an experiment has gone horribly wrong. The powerful witch who once had the skill and knowledge to brew any potion one could imagine… has erased her own memory! It’s up to you to help her rescue her animal familiars, rediscover her forgotten recipes, sell potions to the many heroes and villains throughout the land, and restore the lost memories of the lover she can’t remember in Idle WitchCraft! This is the description of the mobile game I’m developing in a team of three as the lead designer, and I’m super excited to bring it to life! Idle Witchcraft began as a simple idea: a potion selling simulator where you don’t know what you’re selling. A customer might come to your shop asking for a potion of strength to slay a dragon, so you hand him some bottle of red liquid with orange swirls that you think will do the job. However, you later found out that the potion caused the customer to explode instead! While a funny idea, it doesn’t enti...