This blog is a walkthrough of how I made a Checkpoint System today, with much help from Jay, which saves the Player's location in a level when they die so they do not have to restart at the beginning each time. The reason why I couldn't really use any online tutorials was because I already had a death screen and most checkpoint systems on Youtube involved destroying the Player Actor and respawning essentially a new one in. My death system which I created depended on the actor being altered into a "death-like" state and not outright destroyed with all the data they were storing so I had to do it a different way. First I created this pad with a collision box, fairly simple stuff. When the Player overlapped with the collision box, it would cast information of the location of the Checkpoint to the Player and the Gamemode (Which was not needed as well as the Player but it is there incase something goes wrong) I then created this function that would be activated upon inter...
These Screenshots contain all my progress for this week, I created an ammo box (The Blue Cube) which is based on the model/ code I used for the Health Item just retextured and set to change the value of ReserveAmmo Variable rather than PlayerHealth, I also created an enemy spawner (Dinosaur head icon) - it is essentially an invisible object that just places down enemies on a delay - fairly simple but is all I think I can really do with the short amount of development time remaining, especially as I'm not adding individual wave numbers, then there is the player barrier which you can purchase using points from killing Gibbies, so far I have only added the ability for a widget to appear asking if you wanmt to purchase and place the barrier but it is not yet functional - I will need to have it so it first checks if you have enough points and then subtracts however much the barrier costs as they will have differing sizes and costs, I will hopefuly work out ...
Our current Game Concept is a First-Person Survival Horror based around a monster that freezes from Flashlights. We currently don't have a design for the monster. Media products which I'm inspired by are: - Outlast: (Official website) https://redbarrelsgames.com/games/outlast/ -Silent Hill: (Official Website) https://www.konami.com/games/silenthill/gate -Slender the Arrival: (Official Website)https:// www.slenderarrival.com/ These games all cultivate an otherworldly, disconnected feeling in their horror atmosphere and have monsters that chase the player throughout the game as a main mechanic. So far the team as we know it is me as coding/ map design, Nyssa for textures/ models, Jimmy for textures/ models and Mo for concept art and programming. I worked on a survival horror game too last year and I didn't add any sounds to it, which are very much part of the experience for creating ambience, or in a Jumpscare so I wanted to give the genre another shot and thankf...
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