Here is some Test Footage of my level so far. After a few weeks, I finally got the main platform types (Green on a timer, Blue and orange switching) working, as such I rushed to make a the first level as a test level of sorts to see how well platforming actually performs now I have it coded in. Rather than being part of the level, the platforms are separate objects that exist contained outside of the level as an actor as its own "object" so they all must be moved simultaneously if being adjusted in the level. Adjusting 1 Platform of the collection of 60+ must be done within the object itself.
This is the blueprint actor that contains every single Blue/ Orange Platform within the level. First, the 3 connected separately at the beginning enable the 'E' Key to be pressed in the context of the Blueprint, which then activates a "Looping Multigate" Node which causes the sets of platforms to infinitely be able to switch states when the 'E' is pressed. These two states are Collision and Visibility available for Blue and not for Orange Platforms and then Vice-versa for the other state so one can only be enabled if the other is disabled. (For testing purposes both are currently enabled on level start.)
The two green nodes above and below the main Multigate Sequence are 'Make Array' Nodes and basically in its simplest terms this node serves the purpose of collecting the data of every separate platform in either Blue or Orange and making it into one variable, so they're affected by the code in the Blueprint. If they're not connected they won't reappear or disappear.
Here is the Blueprint for the Green Tiles which disappear on a Timer. I have much less of an understanding as I do with the switching as I relied on the help of the Tutor, Jay, to make this blueprint in this way, I would have done it through timers and loops, which is much less memory efficient but the effect is the same but I digress. The Blueprint works by having its own timer logic, where when it hits the "max time" (3.0 seconds) it sets the Timer back to 0 and when it is at 0, it causes the platform to appear in the collision and visual sense, which then sets the maximum time that the timer can go up to to the same as the max time (3.0 seconds) it can appear for and after this it sets the variable that decides that it should appear to false so it does the "disappear" sequence and the max time the object stays disappeared is also its own separate variable. After this, the platform uses the "Decide" Boolean logic in a way where it defines it as Deciding it is NOT Untrue as a variable (Which is different to being set to True for the purposes of this Blueprint)
Here are all of my current RA Project Deliverables with outlined text, in the correct document formats (hopefully) with bleeds and borders and the vectors imported correctly and all the other stuff which is needed for each one. I have done roughly a third of the Final deliverables over the past two weeks and that was only from a few hours here and there, so I think completing this project to an extent that I am happy with before the deadline will be possible over christmas, depending on what more I complete within the next two weeks. I think my inital struggle and apprehension of this project was my unfamiliarity with the intricacies of Illlustrator down so the issues I had with the Font, Editing Vectors in the documents, outlining text etc. and also not having a final design down which i was confident in such as with the size of elements and particularly the colour of text and graphics too. Initially, it was all Black text but after some advice I changed it to mainly Yell...
Here is some more test footage of my Game. This one is the entire first level sans the textures and decorations, the challenge and gameplay itself in the level is complete though. The main differences in this iteration are the starting area, the TV Screens, the green platforms being replacs with purple (Because if they stayed green, they'd have been identical to Healing Tiles), the decoration at the end of the level and then the entrance to the next level. This pillar is the first model I made for the "Red Room" inspired Level theme inspired by the surrealist imagery and aesthetical choices featured in the works of David Lynch, mainly Twin peaks (1992) though it didn't have a checked floor and more of a chevron striped one. It still had the bright red clashing against a black and white pattern though, which I like as an idea. I'll probably make a few more decor aspects as I feel my level is lacking a lot in that sense at the minute. That will cme later though as I...
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