Posts Tagged: unreal engine 4

Devlog #14 – Blueprints everywhere

A lot of blueprinting went by and also a lot of thinking and finding solutions. Obstacle avoidance should be easy, but add variable object size and physics simulation, and the potential for bugs multiplies tenfold. I managed to create a simple obstacle avoidance, which is far from perfect, but an AI ship can now check if there is an obstacle to its target, and if there is, fire several rays in a star pattern to find the closest open space it can go to and then resume its path to target. I will leave AI at that for now because it was pretty hardcore.

pointonacircle

How to find a point on a circle with center XYZ

I started the mission system and made basic mission managing. It’s very simple and linear, but there can be as many missions as needed in a level. At the start of the level, Event Dispatchers are bound for Starting, Advancing and Completing the Mission. These will manipulate the array of objectives, and see what their state is. The events can be called by any actor, but I think the Level Blueprint will do most mission scripting, where references of level triggers can be easily grabbed. This was pretty interesting to do, but I’ve seen enough blueprints to last a lifetime now. I’m itching for some art now =D

bpadvance

advance mission logic

 

it's not strange that it has bugs, it's strange that it runs

almost a game

 

Devlog #10 – Unreal Engine

I dropped the b in Devblog, that’s what I have to say this time… no, just kidding. Just did that promised video with spaceship movement and firing, it’s probably very boring, no sound, but it’s my first serious incursion into the unreal blueprint black magic. The video shows in detail what is done, except pawn possession

This was fun to do, because difficulty was just around the curve. It got a bit frustrating when dealing with the multiple turret aiming, but I finally managed to get it right after learning that I had to convert the direction coordinates to local space with the InverseTransformDirection node.

Anyway, this little incursion happened because I feel a bit stuck in the main ship design and story design. The story is complete, but it doesn’t pack the punch I want. It doesn’t convey the wisdom, or the themes of humans as one organism and human cooperation I want to pass to the player. At the moment, things happen, there’s certainly wonder and incredible events never seen before, but they would translate best to a linear game, and not a game where the player feels he’s in control of his own story. In short, I want the player to feel that stuff happens to him, and that he influences the events, completely immerse him in the game.

In concept art I need to go back to ship design, maybe if I start with every other ship and then go back to the player’s ship, I’ll have some ideas then. But first of all, I have an idea for another character, Zeus to be precise, and I intend to do that first.