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Sweet, what does mine say?

  • Apr 17, 2018
  • 2 min read

Dude!

Anyway, today i decided to tackle various aspects of the UE4 engine I had never used before.. or recreated scripts I had done in Unity but never UE4.

For starters, I made my own animation blueprint for my main character. Kinda like what I did for my 2D character on Unity last year in uni. I grasped the fundamentals but had problems with timing of animations and stuff. Most the basics are there, such as walking, running, idles, even a long idle! (playing a guitar - model not included ;) ) to jumping and its transitions, even had a climbing animation kinda working, however it was weird so I made special climbing objects where an animation now plays. (even then its weird)

I also did a shop system where you can sell and buy different items, however I wanted to do a system where I could use a slider to quickly sell or buy amounts I wanted. However, it does not work as intended and i'm really disappointed.

I produced randomising loot, as well as modular loot drops also. Allowing the level designer to place one blueprint where ever they want and tailor the actual pickup via a few boxes and typing an amount if they want. (for better drops in hidden rooms etc).

Also made an inventory screen, which updates when pickups are made.

My work with the controls of the project has vastly improved also, with using the UE4 built in actions inputs I increased my work production and methodology.

Stay tuned for more Sweet Cakes (yes thats the name of the project!) updates in the future weeks as my uni time comes to an end.

Ps. This was all accomplished in around 4 hours work. Tempted to change my role from game designer to technical designer as my tutors have stated I should.


 
 
 

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