Studio Meeting
Melee Weapon
Architecture
I was asked to build a scalable melee weapon architecture that is easy for a programmer to implement. There's a bunch of logic for melee weapons by design. All melee weapons have combo and charged attacks, all with different cooldowns. I implemented all complex logic in the base class. Programmers only have to drag new hitboxes for the weapon and implement normal and charged attack logic to create a new type of melee weapon. I also wrote detailed documentation for melee weapons.
Melee Weapon Combos
Combos are especially complicated since we are dealing with coroutines and had some miscommunication between the programming and design teams. During the first iteration, I had to use the wrapper function to clean up coroutines that were "overwritten" by other attacks. However, it turned out that the design team wanted each attack to finish before the next combo started (if two clicks within the first attack, strike again after the first attack). So instead of stopping coroutines, I need a queue for coroutines (showcased in spear's video).

First Iteration: Attacks are interrupted if the next combo fires
Hammer + Spear
I had so much fun implementing melee weapons in general. I drew temporary art for them. I don't have much to say, as the melee weapon architecture made implementing these very easy. Enjoy the videos!
Hammer: An AOE weapon that knockback enemies
Spear: An small hitbox weapon that deals a ton of damage to a single enemy
Gun Enabling + Saving System
The player must start without a ranged weapon and acquire it through weapon pickup. Furthermore, We need a way to store equipped range weapons' data in checkpoint and reload the saved data when the player dies.
Time Slow Ability
Blog Post
Timesheet
Task | Time Spent (hours) |
Studio Meeting | 4 |
Melee Weapon | 12 |
Gun Enabling + Saving System | 2 |
Time Slow Ability | 4 |
Blog Post | 2 |
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