Games Art and Design

Games Art and Design

Monday 21 November 2016


      One of the main mechanics in my game is the scan function which will allow the player to see more of the environment for a brief amount of time. In order to do this, I needed to create a few blueprints that interlocked with each other.


This blueprint lies in the character blueprint, and will spawn a pulse depending on whether or not the player has enough energy, and if there isn't an active pulse already out.








The pulse blueprint. It's made of a visual aspect and a collider, that will cause a change in the material of the object.










This is the blueprint for the 'reveal' function that will allow the player to use the pulse to see.











This week, during the workshop we went through the basics of creating a character hud, and linking what is on screen to the different functions within the game.

      It wasn't too hard to design a HUD for the game that the player would be able to use, although I think that further iterations on the design might make it less 'in your face' for the player.




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