blueprint

Engine Blueprint 3

sprint blueprint

The next blueprint I added was the player’s sprint function. There is a much simpler sprint function available within the engine, however I found the sudden increase and decrease in speed when activating/deactivating it to be rather jarring, so I decided to use a sprint system with a more gradual increase and decrease in speed. This system will also allow the player to “sprint” whilst crouching, but they will still move slower than regular walking speed.

Engine Blueprint 2

crouch blueprint

The next blueprint I attempted to implement was the ability to crouch. My first attempt was intended to allow the crouching to have a smooth animation, however that complicated the process quite considerably, and as a result issues kept popping up, such as the inability to move after standing up again, or the player’s height not actually changing. Because of these issues I went with the far simpler crouch system built into the engine at the expense of the sudden transition between standing and crouching.

I will next entry implement a sprint system.

final crouch blueprint

Engine Blueprint 1

physics object

The first piece of blueprint I set up was the ability for the player to be able to pick up and carry around physics objects. This system will be a major mechanic within the scenario as many of the puzzles will require the player to manipulate or otherwise transport objects. I chose to have the player character physically carry the items around the level as a physics object rather than make them interactable in such a way that they would go into an inventory because I want to avoid the player being able to press E on every object until they can find something to pick, and then interact with everything until it does something. I would rather the player have to think about how the objects are meant to interact, though I am aware that this design philosophy could alienate some of the more casual playerbase.

For the next entry I will continue adding to the player blueprint.