This week I took the time to put in some research on how to integrate with the Opsive Character Controller. When taking a look within the documentation of the character controller I was able to have a understanding of how to setup some custom actions and items within the character to help make some of the more customized abilities available.
The first mechanic that I started on was the ability to have a working cooldown system so that the game would not allow the usage of all the abilities infinitely. This is an important mechanic within most games that involve special moves or abilities to help balance their impact in the normal gameplay. I created this system within Playmaker in which it would check for the specific key to be pressed that would then fire a command to initiate the cooldown timer for the allotted ability and enabling their features.
Ability 1
The first ability that I was able to build out with the ability “Gravity Field.” This ability gives the player the ability to summon a gravitational field that will lift all players that enter within it’s field in the air essentially silencing their movement and preventing them from advancing forward. This specific ability gave some issues when trying to build due to the way that the character controller controlled it’s movements. Since the controller controls its abilities through multiple scripts I was able to build upon these features to take control of the position of the character and forcing it to be taken upon the field.
Ability 2
The second ability that was built was the ability to change the gravity field of the player allowing them to get one gravity based jump allowing them to jump higher and perform more control over their character in the air. With this ability being on a fairly short cooldown this allows the player’s movement to be more dynamic while allowing a fluid game style.
Ability 3
The third ability is the idea of rematerialization or another form known as teleportation. The main focus of this ability is to allow the player to transverse the map in a more quick route while having being fairly easy to punish. When the player starts their rematerialization they will be locked within an animation that will leave them vulnerable and will make the overall gameplay more dynamic and fun to be a part of.