Portobelly Production Journal #43

20/03/2019

Today I focused on implementing damage for the boomshroom enemy.

Fig 1 - Boomshroom mine inflicting damage when the mine has been triggered

Fig 2 - Mine triggered collision blueprint

Fig 3 - Mine damage and knockback blueprint

When discussing the Boomshroom’s mine, we decided that the mine should trigger it’s explosion when the player overlaps with the mine’s trigger radius. When the trigger has been activated the mine will inflict damage after a set amount of time. To add more impact to the explosion, I decided to add a knockback to the player when the damage is inflicted from the mine. Adding the knockback gives a form of visual feedback to the player so that it exaggerates the effect of the explosion.

Fig 4 - Boomshroom’s self destruct causes damage and knockback to the player

Fig 5 - Boomshroom causing damage blueprint

Using a similar effect as the mine for the Boomshroom, I applied the damage and knockback effect for the Boomshroom’s self destruct state. I made the damage effect only apply damage once as I did not want damage to be applied multiple times during the explosion. If the damage was applied multiple times the player would die incredibly quickly if the player overlapped with the explosion for a extended time.

 

Figures List

  1. Rees, O (2019). Boomshroom mine inflicting damage when the mine has been triggered. [offline]. [Accessed 25/03/2019].

  2. Rees, O (2019). Mine triggered collision blueprint. [offline]. [Accessed 25/03/2019].

  3. Rees, O (2019). Mine damage and knockback blueprint. [offline]. [Accessed 25/03/2019].

  4. Rees, O (2019). Boomshroom’s self destruct causes damage and knockback to the player. [offline]. [Accessed 25/03/2019].

  5. Rees, O (2019). Boomshroom causing damage blueprint. [offline]. [Accessed 25/03/2019].