Still cruising along on this. Rewrote my targeting system from scratch and feel a lot better about it now. As part of that process I redid the nameplates, targeting rings, etc to make that all feel better and more congruent. One of the issues I ran across was deciding how to represent nameplates in world. My main decision point is basically to use world space (so nameplates live above enemy head) or screen space (as shown below). World space seems like the obvious answer, but there is one main problem with it. UE5 essentially forces you to use TSR unless you're going to be rewriting engine code... which I'm just not going to do at this point. One of the side effects of this is a ton of color smearing and blurriness with text in world space, it looks terrible and really hard to read.
As such I created a scaling a visibility system for the nameplates so they kinda increase is size and opacity with range which mimics world space to a degree. I'm overall pretty happy with the result but there is one major caveat, as you can see below the Moss Snake's nameplate is going to show over my character even if you can't see it. I tend to think this isn't a huge deal, but curious for opinion on whether something like this would bother you? I could have the name disappear if the enemy is obscured by a character, but I don't like that solution in practice.
If nameplates weren't so awful in worldspace I would never do this, but I simply couldn't find a solution that kept things legible during gameplay.
Besides that I've written a footstep system to read terrain type, or it checks a given asset for a surface tag, and plays the appropriate footstep sound which is really nice. So transitions between stone and grass for example can be heard. Also built in the ability to check player for armor type and can adjust the sound for that as well. Chainmail footsteps vs leather, cloth, plate etc. Managed to do it in a way where that actually isn't a huge PITA to do either which I'm fairly proud of. 99% of players probably don't care, but whatever I think its cool.
Put a bunch of time and effort into VFX and SFX for spells too. For now leaning heavily in a classic EQ direction for VFX which I think will be obvious. Basically just using niagara to spawn sprites for the effect. I can and may adjust this later to use a more modern system but this is great for just getting something in ASAP. Also created an aura system which took some work but what I ended up with is super flexible and I'll be able to use it for a ton of different cool abilities.
Early heal vfx. I've actually fixed timing on the impact, better sprites etc, but not willing to re-record so here is the first draft:
Auras in action, mostly just seeing the vfx swap when casting a new one and ability to click off buff to cancel. This one also using my updated spell sprite which is a little more transparent.
Been a really productive couple weeks overall. I think next I'll be focusing on itemization and crafting to give a bit more "stuff to do" when running around and testing. Necro class is coming along well as, I think, one of the first classes that will be "finished" for the demo. I still plan to implement the SUDS system for dialogue, just been putting it off. Have another combat system pass I need to do to get resists working closer to how I want them... as of right now its just % based reduction but I need to implement something for full resists so that stuff like snare doesn't just land 100% of the time. Obviously a ton of visual work to be done, armor, weapons, face/hair variety... women lol. Moving along though