During this week of working on the project I wanted to take a design based off of the planet Neptune. Neptune itself is an Ice Giant and because of this it would be the perfect base for a character with ice powers. The first ability I wanted to create and build off of was the idea of a freezing blast that would make an area become a CC nightmare. Along the way to coding this ability I discovered that there were some challenges in which the character would play the wrong animation. In the end I was able to figure out that the reason it was sending the wrong animation was the fact that it would be sending the float animation vs the frozen animation.
The second ability that I decided on was the ability to self heal the player. With the ability to self heal it would allow for a more dynamic game style loop in which you are not forced to play so scared and be able to heal your own wounds in the middle of battle. This was accomplished by creating a “winds of healing” prefab that would parent onto the character and play while throwing the player heal event. This allowed for a five second burst heal that would give enough of a heal that would help keep the character in battle when wounded.
The third and last ability that I went and explored was the ability to mass heal your teammates. Having an ability that allows the healing of multiple people in battle allows for a more dynamic gameplay that will cause you to stay in the fight vs backing up when injured. This ability functions by charging up a ice blast and then letting it burst out in a wave that would then give the “Healing Cloud” status affect that spawns a snow cloud above the player’s head healing them for five seconds.
This ability caused me some issues in which it would cause an infinite loop that would essentially cause the game to crash. The main cause that was discovered was the loop that would check the trigger event and then would spawn the cloud above the player’s head. The loop would get caught up and would infinitely spawn multiple clouds that would hang the game and result in a full on crash. This was fixed by reworking the code to allow for a “wait” in the code that would then recheck for successful spawn and then would end the sequence.