Monday, January 30, 2017

Spiky Block Scripting

This assignment had us Script a falling spiky block designed to show character and kill the player if he hangs around for too long.  The character walks through a box trigger and begins the event as well as the blocks animation.



 Here is a view of the code as well as the block in action.
Unreal's Blueprint organization makes things very readable.
 

Thursday, January 19, 2017

Platformer Proposal Map





Level Name: Gears

The goal of gears is to unlock the door barring progression right next to the player start.  Since this is a tutorial level I wanted to involve a mechanic where there would be gears in the level representing the base workings of the game.  The level will take place inside a machine and will feature moving cogs (used as rotating platforms via the teeth) as an obstacle.  The level will have two levers that need to be pulled to unlock the goal door and every time a lever is pulled I would like to switch the mechanics in the level. (such as making the cogs rotate the other way,  possibly reversing or changing the direction of moving platforms, or even changing spike threats with alligator threats.)

Thursday, January 12, 2017

Platformer Level Analysis


For my Platformer level analysis I chose the game Limbo.  The introduction to the game just throws you right in with no direction which I believe serves the purpose of the game.  The initial challenges are easy and ramp accordingly but still remain easy.

It took me a couple tries to figure out the controls of the game, it was an annoyance to have to search in the options what to press for such a simple control scheme.  That being said, after conquering the first challenge of figuring out how to move figuring out other things were pretty intuitive.  I thought the introduction of jump and slide (1) nailing down the movement while simultaneously highlighting the danger of spiky objects (2) in the world efficient.  I did get held up however again trying to figure out which key to hit to interact with objects near the cart at number (3).  This is your second taste of physics in the world as the cart rolls back and fourth. 

Jumping on the rope to slide down (4) highlights that movement isnt restrained via jumping and that falling is a danger.  The map goes from flat to interesting slopes here which end abruptly in water that kills you (5) and that amps difficulty toward the end of what I would call the "tutorial area."

In terms of positive and negative feedback, you either get stuck, die, or progress. It's basic but concise
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