Devlog 3


Week 9

During week 9, I created an automatic door system to be used in our game project. This door system allowed for a door to automatically open whenever a player got close enough and then it would close again once the player had walked away.

 

I created an automatic door actor named door_proximity_bp. I then added a static mesh component and a box collision. Having done that, I added a begin overlap and an End overlap event to allow the player character to interact with the door. When the player character overlaps with the box collider, it plays a door animation that slides the door to the side using a timeline node with the set relative location node. When the player leaves the box collider, it reverses the timeline and moves the door back to its original position, closing the door.

Week 10

In week 10, I made a dialogue system for the game to go with the dialogue that I wrote for the characters earlier in the development process. This is the second time that I have used this dialogue system as I also used it on my last game project during trimester 2.

I created a behaviour tree called dialogue tree to be used to display text on the screen when the player character interacts with an npc. After that, I created a new behaviour tree task called start dialogue that gets a reference to the npc that you interacted with and then displays a dialogue box on the players screen. It also disables movement input for the player character. Next I created another behaviour tree task called display line and this holds the text to be shown in the dialogue box on the screen, It also displays the name of the character that is currently speaking in the dialogue box. I exposed the text variable in this behaviour tree task to allow me to type the text in the behaviour tree window. I then added a tick event to listen to an input from the player's keyboard to allow the dialogue box to display the next text and character's name and I added another behaviour tree task names end dialogue to close the dialogue box and give the player character its input.

Week 11

In week 11, I made sure that I had implemented something that used procedural generation. To do this, I created a Structure to hold 3 static meshes for the different size rocks.

I created a  Blueprint of type Actor to be used at the spawned actor in the level. In BeginPlay I choose a random rock from the OnSelectionList array. I get the static mesh from it and set the static mesh component to it. I also make sure the OnPhaseCounter is zero to make sure the largest rock is spawned first.

I added the InteractionInterface to this actor. This allows me to use the input action key interact to call the interaction event. It checks to see if you have reached the last rock and then stops setting the static mesh.

I added a Set Timer event to set another random set of rocks in the same position and reset the rock list to large.

Week 12

We all decided that we were each going to have a small easter egg in the game, these easter eggs are going to be sketched images of something that relates to us in some way that can be placed in the game world in different locations, after thinking about it, I decided that my easter egg image was going to be a ships propeller. I quickly drew a version of this propeller digitally as it would be easier to alter things than if I were to draw it with pencil and paper. After I had done that and was happy with the drawing, I then re-drew it on paper. My easter egg image will most likely be placed on the desk that is inside the tower by the river.





Miro Gaant Chart Link.

https://miro.com/welcomeonboard/a0swYkhTcVZBRUdNTXpkcWVYcmN3VktjWEx5b2RpcXZDaXJKbjd3Z2xickt5Q0dxSHR1UVNjNVdZTEtldm1KSHwzNDU4NzY0NTg5MjExNTM5MjI0fDI=?share_link_id=617549462173

Miro Ideation Board Link

https://miro.com/welcomeonboard/WmhRNXl0QXFLbU00enhaem1MZzE4QkllQ1p3V1ZYRTJ4TG92SzZpa29NVTZCOTBWNnk1Z0pJSEJHRmdQNUxVanwzNDU4NzY0NTg5MjExNTM5MjI0fDI=?share_link_id=438613128026


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