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heroes_in_a_get-together_shirt's Introduction

Heroes In A Get Together Shirt

unreal engine

Version: 5.0.3

Preparando o projeto

  1. Clonando o projeto usando PowerShell.
git clone https://github.com/Estellarium/Heroes_In_A_Get-Together_Shirt.git
  1. Importe os seguintes Assets.
  • StarterContent
  1. Crie as pasta ExampleContent, ExternalAssets em Content. Estas pastas serão ignoradas na transmissão para o servidor.

  2. Mova os pacotes para a pasta criada anteriormente.

|-- Content
        |-- ProjectClassRoom
        |-- ExampleContent
        |       |-- ThirdPerson
        |       |-- StarterContent
        |       |-- MobileStarterContent
        |       |-- AnimStarterPack
        |-- ExternalAssets
  1. Configure o git-lfs no diretório do projeto.

  2. Para bibliotecas de Assets que não podem ser carregas no projeto por causa do tamanho dos arquivos, como por exemplo : imagens, arquivos de softwares 3D e arquivos de som, utilize a pasta ExternalAssets.

Utilize o acesso a loja/Store para importar AnimStarterPack

Referências

Estrutura do projeto

heroes_in_a_get-together_shirt's People

Contributors

estellarium avatar neokg-72 avatar luisfernandomartins avatar myerco avatar

Watchers

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heroes_in_a_get-together_shirt's Issues

Implement rest of action conditions and behaviors

Conditions:

  • Line of sight to target
  • Life of the target
  • Life of self
  • Enemy presence
  • Actor presence
  • Action History
  • Combat Time

Behavior:

  • Melee attack
  • Boost enemies
  • Interact with actor
  • Custom function

Implement combat functionality

  • Set different collision profiles for more advanced behavior during combat
  • Melee attacks
  • Damage functions
  • Shield functionality
  • Alternate attacks
  • #6

Animate enemy sprites

  • NeoKG will make the base designs
  • The animations must include:
  • -Idle
  • -Running
  • -Walking
  • -Attacking
  • -Taking damage
  • The animations are divided by torso and legs, wich must be draw and exported separately

Implement more functionalities to the dialogue system

  • -setting different ui styles to the dialogue system (or other ui elements) based on the speaking character
  • -changing the rich text styles based on the speaking character
  • -including a markdown key to break a line
  • -allowing to display an image in the center of the dialogue window
  • -making the 'next' button finish the current dialogue before going to the next
  • -implement dialogue events

NeoKG's tasklist

  • Sketch new decorative tiles for the park (forward to @Estellarium for polishing)
  • Try out new art style for the portraits, for faster asset creation and testing
  • Include portraits for varied emotions
  • Implement emote textures on the dialogue interface and other ui elements
  • Update base protagonist sprites to better match the rest of the art assets (maybe forward to @Estellarium as well)
  • Implement dialogue events on level
  • Implement tutorial events
  • Implement rich text image datatables
  • Implement better movement for enemy classes (better position calculations and timelines?)
  • Rewrite the player movement to a more simplified tank
  • #5

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