This is not good for the lungs! My lobby boy now lobs poison gas clouds. He also hides around corners, the annoying little bugger 😄 #gamedev #unreal #indiegame
I'm quite pleased with how this all came together. The behaviours are all modular so I've got a much better toolbox for the future. The poison gas area actually uses many of the same components from other things: from the flaming barrel it uses the timer that makes it self-destruct - it just fades away instead of exploding. And from the lightning ball it uses the AOE and periodic effect components - except instead of a lightning strike it's accumulating poison.
The coughing is technically a voice line - there are hooks when elemental accumulations increase, separate to when they tick over the threshold to start causing damage, so I hooked that up to a voice line tag which randomly triggers. That ends up in the VO system which picks a random "line" appropriate to your chosen profile from its data tables, which is currently just coughing but could be other things later.

@sinbad As the pandemic continues on, I find that randomized coughing and sneezing in videogames by NPCs makes me shudder internally. I hate it. Loathe it.

Edit: I should have been clearer about loathing it primarily when an Idle causes a random cough or sneeze during a silent period.

@scrivolical that’s unfortunate 😕 it still seems like the most natural reaction to smoke/gas

@sinbad Coughing as a result of being gassed (or obvious smoke) isn’t a trigger, I think, just Idle in silence evoking a random cough or sneeze unexpectedly in a game.

I should have been clearer when I responded, about lines potentially available during an Idle, over and above appropriate situational coughing.

@sinbad can't help but wonder how much actual mining is possible in this game these days? 😅
@ric oh there’s quiet times, I’ve just been focussing on the action parts recently because the mining is solid (we did that first)
@sinbad are you going the idSoftware recipe and having super tempting blocks where you just know as soon as you tap them a horde will appear, or is it more like you clear the section out and then start mining it?
@ric we have different types of enemy spawns: some that trigger as you explore the level, and some which ambush you in small groups periodically. Then there’s hordes which escalate things which are either randomly timed or based on events (opening an area, defending, escaping). The random ambushes/hordes are based on an ebb-and-flow design which monitors how much threat there is to make sure it isn’t relentless or too quiet (hopefully)
@sinbad sounds like a good mix. I guess with it being multiplayer too and not just you vs all of the NPCs it's even more dynamic with everyone triggering different events simultaneously 😁
@sinbad Dungeon Keeper, is that you? 👀 I like the art style!
@7nihilate thanks! Yeah we love DK in this house