UE4

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.

Engine 2

HighresScreenshot00004

I have started importing assets into the engine, and they mostly are of the correct scale and size relative to the player, however some of the rooms were altered in size and shape a little so that the assets weren’t cluttered unnecessarily. I have yet to create textures for the BSP, but I am also undecided as to whether I would rather model the walls, floors, etc. myself to add some realism to the environment, such as a crumbling wall, or broken-up floor. The BSP will suffice for now, and I will decide at a later date after finishing more pressing features if there is enough time to model it.

Next I will start implementing player mechanics to the games blueprint.

Engine 1/Level design

I have built the basic shape based on my original level map within the level using BSP.

I started this during the mid-stages of the 3d asset development. This was so that I could import some of the models, and most importantly a human body mesh, so that I could ensure the rooms, doorways, corridors, etc. would be of an appropriate size and scale.

The initial idea for the level in short was that when the player started, a few of the mechanics implemented in the level would be usable or relevant to the player progressing. I decided to change this when a guest speaker came in to the architecture session and I told him that for a while I hadn’t been entirely convinced by the idea from a design standpoint, since it would mean that unless the player did repeat playthroughs, most of the content would not be seen.

I decided to change how the player progresses so that after having used one exit, the player will return to the start point, and hear some dialogue from the boss character- meaning they have to solve each exit to move on, instead of the finding one exit as originally planned.

For the next entry I will start implementing my completed assets into the engine.