The container city project has a much greater emphasis on
the play-ability of the work we produce than anything we've worked on before.
So I have volunteered myself as the guy who is going to be
adding in all the functionality that will make our level more engaging than
just a pre-rendered set.
Having used unreal engine a little bit before in previous
projects I’m really excited to be able to delve a little deeper find out how
the rest of it works. I got really into lighting during the Film room project,
and during the turret project we were first shown what could be achieved with
blueprints. In the turret project I tried to add a little bit to the blueprint
system we were given, but I didn't actually manage to achieve what I wanted.
One of the first things people do when they first start out
with blueprints in unreal is make a sliding door. However our level isn't that
sci-fi, while dystopian we would really like it to stay grounded in current day
and even slightly older tech, as this level is almost a little taste of third
world living.
The first thing I wanted to address was how the player could
interact with doors in our level, I feel that star-trek whooshing doors really
won’t fit.
Personally my preferred method of interacting with doors is
when the character simply opens them as they are walked into. I have been
playing through watchdogs recently and that’s the method they use for doors
that don’t load a new level.
This system is probably very complicated for third person
games if you wanted the player to actually interact with it rather than just
shunt it open, however ours is first person and also only a 4 week project so
simple solution is key.
I had a look at some reasonably complicated blueprint
systems for opening and closing regular doors, but then I turned my attention
to the physics system in UE4.
They have an actor called actor called a Physics constraint
actor. It can essentially be used to bind two physics actors together. Inputting
the right settings for the constraints enables the actor to be used as a hinge.
So to test this out I used a placeholder door and door frame found in the
example content that comes with UE4.
After a bit of tweaking the damping and angle constraints I
ended up with a door system that enabled players to open doors just by walking
into it, which I feel provides some quite satisfying feedback.
So the first piece of interaction is good to go in our
level, roll on next week when I will be talking some of the more advanced
things that we want in the level.
No comments:
Post a Comment