Monday, 1 May 2017
Treasure_Trials_10 (Losing Menu)
We decided to create a lose screen for when the player when the got caught by the traps in the game but wanted to create a different scene for each trap e.g bear trap, pit fall etc
Treasure_Trials_9 (Level Design)
Although my job during this was blueprinting our game, our current level design was not taking the job as thoroughly as we as a group would have liked so we changed his job role to helping create 3d assets and I took up the job role of level designer on top of blueprinting.
This involved me looking at the assets I have available to see what I'm working with as well as trying to look at what goes into level design and what makes a good level.
I looked and here are the features the level design needs to make a good level.
This involved me looking at the assets I have available to see what I'm working with as well as trying to look at what goes into level design and what makes a good level.
I looked and here are the features the level design needs to make a good level.
- Fun to navigate
- Storytelling using the environment
- Tells the player what to do, but not how to do it
- Constantly teaches the player new things
- Should be surprising
- Empowers the player
- allows the player to control the difficulty
- It should be efficient
- Creates emotion
- Driven by the games mechanic
Friday, 24 March 2017
Treasure_Trials_8 (AI)
I started creating the AI by referencing my previous game to look at the event graph of how i created them previously.
I used the same method i used then which of duplicating the main character so that the ai would inherit all of it s movement capabilities.
After doing this i realised that it did not have the same effect as it did in my previous game because of the way the top down level had been defaulted instead of creating an AI i spawned as the AI.
So i had to the create a new blueprint class but found that instead of creating an actor i should use a character blueprint so that I wouldn't spawn as the AI.
I realised that we would want our AI to look more human like so gave him the third person mesh and animation so that it wouldn't just be a box following the player.
I used the same method i used then which of duplicating the main character so that the ai would inherit all of it s movement capabilities.
After doing this i realised that it did not have the same effect as it did in my previous game because of the way the top down level had been defaulted instead of creating an AI i spawned as the AI.
So i had to the create a new blueprint class but found that instead of creating an actor i should use a character blueprint so that I wouldn't spawn as the AI.
I gave the mesh a cube component so that i could obviously see it move and follow MyChar.
I gave the character pawn sensing abilities so that he could sense a characters movement and move towards the player.I realised that we would want our AI to look more human like so gave him the third person mesh and animation so that it wouldn't just be a box following the player.
I watched a tutorial on youtube which starts with creating an AI controller using the AI controller blueprint.
Then i took apart my event graph before and added a custom event and made it so that the AI would move to a random location on begin play then after one second has passed he would move again.
I created a chase custom event and replaced roam with it so that when the player spawns the AI will chase him and on contact destroy himself and explode.
So after creating a roam event and chase event we decided that in our game we wanted different AIs to do different things so i created a blueprint Enumeration which allows me to add an option to change the AI blueprints through defaults in game UE4. This also aloud me to go into the blueprints and create it so that the AIs can have two options for exmple we wanted them to have a patrol then if they failed to reach the player would return back to their patrol. This was achieved because i set it up in the blueprints so that the AI can switch between.
I
Tuesday, 21 March 2017
Treasure_trials_6 (Traps)
We decided to add traps in our game for our player to avoid so I created quick blueprints to add meshes and animations later.
I added a cone mesh then added a box collision so that i could trigger off when the player overlaps.
I added blueprints to the box collision and set it to quit game.
I started making a speed trap the same way with a box collision but used a thin cube.
I created a speed trap which slows down the player when they overlap with the box collision.
Treasure_trials_5 (MyHUD)
We decided we wanted out game to have a countdown on constantly to make the game more of a rush to finish.
I started by adding text into the center for seconds and minutes and one into the top left corner for points.
I created nodes to cast to the game mode and add to myhud.
I then set it up so that the timer would work in minutes and seconds and gradually count down.
Treasure_Trials_4 (Main Menu)
I started creating the Main Menu using a blueprint widget and added a play, controls and quit button then a image in the background.
I then added blueprints to the play button and the quit button.
I then added it to MyChar so that it would be added to viewport.
After changing some things i noticed that my mouse cursor wasn't showing up while on the main menu so, i looked deeply into the blue printing thinking it was something to do with the show mouse cursor. After many failed attempts at fixing it I decided to restart the whole main menu again, this still did nothing so after looking around i realised that the mouse was their it just didn't have a cursor that could be displayed on the screen so set it to the default arrow.
Treasure_Trials_3 (Torch)
I added the torch modelled by Ben Lilly and gave it a spot
light attached so that when I rotated the character using the cursor the light
would follow in the same direction.
Treasure_Trials_2(Coin)
I made a quick Treasure blueprint for pick-ups during gameplay.
I created it by giving it a sphere Collision so that the
player could overlap with it to trigger the pickup.
I wanted the coins to spin so I added a rotating movement component
that automatically rotates it and allows you to change the speed.
I then wanted to give the coin a glow effect so I put a point
light into the viewport and changed the colour to gold and changed the material
on the mesh to gold.
After that I added text into the viewport to say collect me.
I then added into the blueprints to allow the actor to be
destroyed on overlap and added sound effects.
Treasure_Trials 1(Beginning)
Ba2B:
Collaboration’s
I was in charge of blueprinting the game in UE4 and making
sure it all works.
We decided to create a top down view game and that it would
be pitch black with a torch lighting the way.
The
top down views default settings where point and click movements, so I had to
change it to WASD, Jump to spacebar and the looking rotation to be with the
mouse cursor.The rotation part was a more complicated than I thought I watched this video below
I followed this video by creating a new character, game mode, controller and called them rotation
Subscribe to:
Comments (Atom)






























