Amenti week 5 BGP
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Half the course is now almost done and the project is taking form. Art is starting to find its way into the game and the mechanics are pretty much done. This week was the alpha deadline and we were all working hard to make the game playable with an easy progression through the game. ![]() But first I fixed a blueprint so that we could use it more dynamically. The blueprint used to only be able to move a Pillar_BP reference to a position in the world when you were standing on a Horus_Eye_BP. We made it like this because we only planned for one perspective puzzle but after the alpha-playtest the players wanted more perspective elements in the puzzles so that meant that the script was pretty hard to use in other situations than the first. Instead of having references to objects in the blueprint I made it so that it used actors. An actor is an object in Unreal Engine that you can add components to or add scripts etc. to make them do things. Almost everything in our project is Actors, so this change made the script able to move any object in the game. I also made the option to either teleport or move the object gradually. This because the puzzles works differently from each other, so now we could choose how the object moves to the target. The puzzles are perspective oriented which means the player has to look in a specific direction, so I added the possibility to look at whatever object you want to to activate the movement of the object.
This week I also made the texture on the arm to change texture on trigger which transitions the texture into a burnt hand texture. This to make the player get feedback that feels somewhat realistic when he/she sets the characters hand on fire. The outcome turned out to be quite nice, but it is not final. |

