Final Project Week 10

 In this week, I had ran a second feedback form on the current build of my level to understand the strengths and weaknesses in my level at the moment. In this form, I learned that a core area that I will need to improve upon is the controls of the player character. This is because, players were having trouble with controlling the player character in the game due to the code for movement and the size of the player collision preventing entry though doorways.

I had also gained from this feedback that the level is empty and that players would like more filled environment. I would probably do this adding static meshes of environmental objects to the level and by adding objectives that could be destroyed by the player.





During this week, I had also began to create the blueprint for the objectives in order to make the level functional as a game. To do this, I created and added the four static meshes to it. One was the objective base, one the lower half of the object glass container, one being the upper half to the glass container and one being the insides of the container. I has then added a static mesh that will be the plannable bomb, a collision box to enable and disable player input and finally a particle system to create a explosion effect when the bomb explodes. 









Next, I added the input of the E key for the player. This would then lead to a set of two branches. The first branch is to see if the bomb has already exploded, if it has not it continues to the second branch to check if the bomb is set or not, if not then the code continues to set up the bomb, if the bomb has already been planted, the code then removes the bomb. in placing the bomb, the code sets the bomb material to the bomb texture and begins a delay. If the bomb is remover before the delay is over, the code ends, however if the bomb is still planted, the bomb, top glass part and the insides disappear and the explosion effect plays.

























With this, the objectives could be placed into to level and will give the level a element of playability. 
Below is a demonstration of the code in action.

The next task for the next working week is to apply the feedback that I have been given and to populate the level. Once this is done, I will be at a stage of completion for the level.







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