This week at FIEA
This week at FIEA we wrapped up our metrics gym for our final FPS level project. Along with starting to move on to build out our levels where I started with creating my scripted objects and testing them to get the major scripted parts of the level out of the way.
Concept and Planning
Starting with the metrics gym there wasn't much concepting rather planning. Planning it out consisted of establishing our metrics and then planning how to lay it out and display it. Below you can see images of my metrics gym. Showing the shooting range, jump, door, and wall metrics. Along with that is a video of the metric section for the parkour movement.
For the my FPS level concepting was already done with the map I posted about last week, So this was also more on the planning on what to start with. I started with creating the train cars the player will be riding, moving, and jumping on and off of throughout the level. Next I made the moving logic to have the train moving on a spline. Along with that I made the logic for it resetting to a dictated position and starting from said position assigned to the spline when the player pass through a checkpoint and respawns from dying.
It ended up working great with enemies of the bat as they are able to ride, stay in place, and function completely on the train without any extra work. However I do have to add one thing which is (just like resetting the train when the player respawns) I will need to have the enemies respawn with the train when the player respawns.
Development process
For creating the train cars the player will be riding, moving, and jumping on and off of throughout the level I created and used a spline that can move static meshes along its path using UE5 blueprints. To make the train cars I use the UE5 modeling tools to build them out such as cubes, merge tool, pattern tool, and convert tool. I again used blueprints with modifying my player controller and checkpoint to allow the train to reset to a given position when the player runs through a checkpoint and respawns.
Below are some pictures of the code, train cars and videos of the train in motion along with it resetting to to a given position when the player runs through a checkpoint and respawns.
Code for the Moving spline
Challenges and Solutions
Some challenges I faced was so far as this is still early in development was relating to getting the train to reset and play from the point in time and location of when the player passes through a check point and respawns.
This took a decent amount of time not a huge amount thankfully. However it was quite tricky as I had to make multiple blueprints communicate with each other to take in when the player hits a check point, the given time and position of the spline and timeline, resetting the train to said position upon player respawn, and having the train move from the new location.
That was the most time consuming part and racking my brain on. I got to a point where I knew I had the correct logic in the right places yet it was still taking in the end position being told to me via my debug. Through continuing to debug and look through my code I realized it was due to the fact the checkpoint kept getting activated every time the player runs through it rather than just once.
Solutions
The way I solved the first problem of making all the scripts work was using my own knowledge and in moments where I was stuck I reached out to the other LDs in my cohort to get a second pair of eyes on the issue which helped a lot.
Regarding the issue with the checkpoint once I realized it constantly being triggered was the issue I went in and added a do once node so it would only trigger on the first time the player passes through it.
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