Game Project
I added a lot more polish to the game this week, adding more props and textures, including some rough textures for my player character, as well as some background music (royalty-free from Kevin McLeod) to make the experience feel less empty. Many of the props I constructed out of basic cuboids and are just representative, like a grey-box layout, to avoid constructing excessive props myself.
I got some help with the issues I was having with the dialogue overlapping last week and the problem was fixed fairly easily by moving the script into the UI blueprint instead of the individual text trigger, allowing the boolean I was using to function properly.
I also added some win and loss conditions into the game. The first room is won by removing all of the objects in it in a given time, triggering a win or lose event (and relevant text) which is determined by testing the length of the actor list to see if it equals zero after a delay (see below). In theory this should then open the door at the other end by changing a boolean in the blueprint to true, but I haven't managed to get this part working yet.
The second room works on a points basis, where every item cleaned gives 10 points. I plan to add a winning threshold for this room soon as well, once I've worked the bugs out of the first one. I've had a few people playtest the game so far, which has alerted me to some collision issues with the objects and the pawn blocking click events as well as things like the difficulty level; I thought that the objects were easy to clean up in the 15 seconds given, but others found it hard to beat the time limit.
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| Script to add points and add the new total to the screen |
This section of the blueprint adds some polish to the beginning section, things like a light turning on and disabling player movement until the inital dialogue is finished. There were also some problems with the player spawning on the collision box which led to some of the dialogue being skipped which were fixed by force-firing the text when the game starts instead.
Finally I added a start screen to the game, rather than just launching the player straight into the level.
Asset creation
This week I was mainly focusing on the game project but in our session we started to look at substance painter and how to use it. It seems to be a very useful programme although I'm finding the interface a little overwhelming at the moment as there's a lot to look at.