Above shows a quick clip of my up-to-date prototype in action. The movement is now much closer to how I envisioned it, I simply need to carry out playtesting while continuing to iterate (during the next project), and I can perfect it and possibly even look to develop the full concept. This easily meets the goals I set myself for this project submission, so I am pleased with the progress I have made up to this point.
There is only one issue left in the prototype, which unfortunately I don’t believe I can fix for submission, but I will continue trying and can at least fix it inbetween now and April. When using the mouse, the camera often ‘judders’ which can be really frustrating, and reduces the fluidity of the movement. I believe this could be to do with the various mouse-based interactions conflicting with each other, but it will take more research and most likely some guidance to fix it. Other than this, the prototype is in a good state to submit.
Since last working on my prototype I have started a fresh with a slightly different and much simpler script (with the help of George). This should help editing and troubleshooting easier, as there is much less complex script to cause errors or confusion. I can build up more features and in-depth movement later on, such as in BA3b. For now, though, I am still experimenting with different methods and figuring out how everything should function.
As shown above, the current prototype:
The character successfully tilts on up and down movement, which I had some problems with initially where the actor was rotating but the camera wasn’t Various attempts at fixing this are shown in the gallery above, but I eventually managed to fix this by simply attaching the Rotation to the Camera as a second target, as well as being attached to the FlippyMesh (For some reason it didnt work when attached to the SpringArm, only the Camera).
However, this also causes the camera to rotate on MoveForward as well. This is a problem I still need to fix, as I only want it to happen on MoveUp (on Moveforward, the Mesh should rotate but not the Camera).
My next step to try and fix this will be to try copying the logic and hooking each function up separately, making one catered to rotating both components while the other only rotates the Mesh — this should fix my issue.
Next steps (goals before submission):
I used starter content and followed tutorials to experiment with a 2D Side scroller. I did this to improve my knowledge of more varied blueprints as well as start playing with a basic collectible script which I could later use the logic of for my 3D prototype.
Coins spawning every 2 seconds
Showing the use of text strings to return when the player has touched the coin – this helped me figure out the logic of how to determine when the coin had been triggered, which could then be developed to add the coin to the player’s total count, and destroying it.
Overall, doing small tests like this is helping me expand my knowledge in a varied way. This will help me know how to apply my knowledge better and start to figure out how to create things more independently.