Today and over the past weeks since late September I have been setting up the essentials of my game - whatever that may be so movement/ camera control and a sprint that will be needed for any direction I take the game in. These are the inputs and the logic for these features used by the gamemode base for the character the player controls used in every game I have made.
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Input Data in content browser. Most of these are booleans, except the mouse movement in which it is essentrially a check for whether a key is pressed or not. these inputs don't determine what the button does, rather is it being pressed or not. |
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Input data mapped to different keys/ Mouse movement. This is how the yes/ no Boolean, checked for when a button which it is assinged to, is pressed |
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This is the Blueprint which links the Player to Controller Inputs it assigns the keyboard as a controller to the player and casts the mapping of inputs to the character you control. |
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These are the Input responses for Jumping, looking with the mouse and moving. Nothing much to say about them, they are the same as they always have been. |
This is the sprint activator node. It is linked to a start and stop sprinting Function in a different graph but currently stamina is infinite which I will change in the final game beacuse I want the speed boost using stamina gives to be a resource to the player which must be conserved.
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Function to alter speed to SprintSpeed when the Sprint Button (Shift-Key) is pressed. |
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Function to alter speed to SprintSpeed when the Sprint Button (Shift-Key) is unpressed/ out of stamina when implemented.
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As of now this is all the player character is; a capsule with collision assigned and a camera to simulate the First-person Perspective. I think at somepoint I would like to add a remote or wand-like object to the viewport of the player so they know if orange or Blue platforms are active if I go with that idea, which I am really tempted to do because I think I'm up to the challenge of implementing my mechanic if I experiment and research similar ideas, though I have found nothing similar quite yet. |
As of now i think it's key to strike a balance with the development of this project. I should probably do some conceptual work before I get too far ahead with technical development just so I have a plan to stick to and almost don't let it get out of control in a sense.
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