User Experience 10: creating the punching bag and reflections

As I am reaching the end of this project, I am implementing a target for the player to use their combat on. I have created a punching bag that the player can knock back when hit. This punching bag registers collisions with the player character and is knocked back appropriately with contact. Below is the programming that I set up for this function:

I have also purchased a punching bag asset from the Unreal marketplace. This asset has a cute face and also is floppy and reacts when hit. This is another layer of game juice that I’m implementing into this project, as it should provide visual feedback for the players as they make contact with the punching bag. This is the last element I’m adding to this project. On reflection, and considering the major issues that I faced with the majority of my data not working for the purposes of this project, I’m pleased with the outcomes. I have learned a lot about programming in Unreal, though I still find it quite difficult to find what nodes im need without finding someone else’s tutorial on the subject. As a result, in future projects, I am more likely to pursue film-based projects on my own, though I very much would like to work on a game with other people more versed in programming. As for the elements of game juice, I feel I implemented as many as I could in the limited time that I had. I would love to add more tactile inputs, such as rumble input and controller supports, as well as having all custom visuals. I think one of the aspects that doesn’t work as well is the use of mixamo animations, as many of the animations do not blend seamlessly with each other. In theory, I would in future be able to replace these animations with custom animations that worked much more seamlessly with each other. I would also like to add things like a UI, a combo counter, and other more game-ified elements. That being said, for a demo and my first experimentation with programming I’m very pleased with the outcome.

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