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 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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