Monday, 17 August 2015

Gravity Test Map

Gravity Test Map

Using blocks and trigger boxes I can change the gravity when the player enters a new area

The gaps get bigger and bigger as the gravity decreases

Blueprint code

Finished run with trigger boxes and materials


----- Videos -----


Sunday, 16 August 2015

Floating Island Test Map

Floating Island Map

Island Terrain

Add Water Plane

Island Ground Material


Added grass and ferns with the foliage painter

Elevator and Battery Hub

Trigger Boxes

Trees

Placed battery position

Battery to be picked up

Starting point for active batteries at the hub

When the played activates the trigger box for one of the powered down batteries it deletes the battery and adds one to the player's battery count



Code for when the battery is returned to the hub

Floating Island Landscape


Rocks to make up the bottom of the island

Physics volume to change the gravity

Change Gravity Code


----- Videos -----


New Map Progression


Island Map Expansion Idea




Monday, 10 August 2015

Power Generator Cables

Using the Splines:Hoses - Ropes - Sci-fi Pack, I wanted to use these to show subtle path finding and visually show that the generator is turned on. The problem I had was that the 4 types of cables each have a corresponding material that can be used to change colours. This way of doing the materials means that I can't do the Set Material Blueprint like with other pieces or a parameter to change the light colour. To get around this I made the colours of 2 cables the same except for the light and went step by step to create an identical copy of the original cable. The lit cable was then moved into the ground and upon collision with the trigger box the unlit cable moves into the ground and the lit moves up above ground.

Lit and Unlit Cables for Generators 1 and 2

Cables can be manipulated to go over other objects

All 6 Cables set up

Starting location setting

Timelines to move the Unlit cable down and the Lit cable up


----- Videos -----


Sunday, 9 August 2015

Final Game Mechanic Test Map

Final Game Mechanic Test Map

This map is designed to test the blueprints for the final game by turning on 6 generators to open a door

Map Layout

Basic place set for power generator


All 6 generators in place with collision boxes set up in front of them. Also the control console is also in place for when the generators are on

Added doors both to show progression but also practice using the blueprint. Each door is made out of 2 pieces so it requires 2 timelines


I needed 2 collision boxes because the collision box could only power 1 timeline. I fixed this later with a Sequence blueprint

Timeline movement

I added locations for the start point of the doors and told the door where to move with the Set Actor Location Blueprint

Doors Closed

Door Open

This is when I added the Sequence Blueprint

I duplicated the blueprint to the second door to open the end.

As in my final game idea, I added cables that go from the generators to the Door Console. These cables are part of the Splines:Hoses - Ropes - Sci-fi on the marketplace

3 Cables

6 Cables

This blueprint is from the Unreal Engine 4 Contents Example Pack for opening the doors. The part I am interested in is collecting 8 coins to open the door

This is the final blueprint for opening the door. On collision with the collision box the game adds 1 to the Generators Parameter. When the parameter is equal to 1 the Door Two script executes. The script is also set up to destroy the trigger box so that the user cant walk back into the same generator and skip part of the level

This sets the generator parameter

This sets the generator parameter at the start of the game 

Tidying up

Tidying Up

I duplicated the Generator Script to all generators so that all 6 must be activated before the door can be opened

Added a Print Text script so the game tells me when the door is 'unlocked'

These timelines is set up to make the generator spin at increasing speeds until finally looping on the final timeline

After many hours of trying the change the Emissive quality on materials I finally found this inside the same script on the Coin Door. When activated it simply switches the material on the item so it only requires me to duplicate the original material and turn off the Emissive there

Tidying Up

Material Change in the group. Unrelated to this part but still needed in the map is a passive float movement of the generator. This is a timeline that runs at the beginning of the map instead of when the collision box is entered

Simple glow material for the button on the Door Console

Final Map Layout


----- Videos -----