I made an enemy counter, which was actually easier than expected(Simply make an integer in the player, in your enemy, cast to the player, on beginplay just add a delay, and add 1 enemy to the count, then on your HUD just cast to the player and set the enemy counter integer to be your enemy counter HUD element's text.) Then I made it so that you switch to a different anim state when you enter the berserker mode.

Next up
37: Newest version released.
30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.
32: Sword slash decals, model changes, font changes, and
Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
Light work today on combining a piece of data and a checkbox. Unreal can't do this through C++ templates so I had to manually make a variant for each data type. Made it for several universal Blueprint data types.
35: Tested making a physical HUD, all I had to do was put a Widget in a spring arm and put it slightly in front of the camera.
34: New VFX, some model changes, a new enemy, gibs, new sword effects, finally got a radar working. Working on better level design, and now I need to improve performance, again... Oh and a cutscene camera for melee crits, melee is the only way to heal.
Living room test
33: The return of the Martyr pistol, added weapon switching(Z), added aiming and a rangefinder(RMB), changed the 'sword' keybind to (F) and the 'dodge' keybind to (ALT).













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