HammerGirl Project: Week 1 - Mechanics
Following on from our Unreal Engine Level Blockout project we moved over to level design using pre-made assets and predetermined character designs.
The brief has asked us to use the assets provided along with the mechanics given - however, we were also told we could implement a few mechanics of our own and create a few simple assets should we need them.
I wanted to spend the first section of this 4-week project creating some additional mechanics I felt would be useful in the type of game I wanted to create. Firstly, I wanted to make the player pick the hammer up at the beginning of the game. This was easy enough to add, a simple pickup version of the hammer left in the world which when picked up activates the one on the HammerGirl blueprint.
After creating this I used the bones of this blueprint to create one for a torch. I want the player to have to go and explore a mine and lighting in this environment will be crucial. All I needed to do extra here for implementation was switch out the static mesh in the Hammer Pickup Blueprint for one I could use as a torch. Following that, I needed to set up a mesh for the torch on the HammerGirl blueprint, I used a scaled-down lampost for now and created a simple fire particle system in Niagara to add to the top along with a point light to illuminate the area once in use.
My next step was to create a couple of destructible meshes to use within the game for collecting some items I wanted to focus on rocks and barrels for now, but will probably add others later on in development such as boxes and possibly secret walls.
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