Class Ability Implementation


This week I began the much anticipated and planned work on the class abilities. I finally settled on a system that will work for us without disrupting the current state of the project. 

I started by getting into the base player class and creating delegates for various events that the player will instigate. For example, reloading, getting a kill, sliding, sprinting, etc. These events would allow me to listen to the base class from the inheriting subclasses and perform special actions depending on specific conditions. 

I ran into a couple of problems regarding this for instance for the reloading related ability I had the problem that any time I needed to access the specific instance of the current gun I would need to reference a child actor class and then cast to the baseGun class, this is obviously undesirable so I needed to make a weapon modification interface that would allow me to reference the child actor without the cast and dynamically access and modify any gun. 

With more variety of events and interfaces the rest of the abilities will all feel unique and create many fun interactions for the players of the game. 

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