SPRINT 4
SPRINT 4
MILESTONE BREAKDOWN - 30%
Gameplay - 40%
Showcases:
All previous mechanics from Sprint 3
Tutorial Elements
More Stages
Pause Menu
Title Screen
Controls Image
Checkpoint
Pharaoh
Death and Respawn
Development Notes
Tutorial Design
Blue Blubby + Yellow Blobby
Red Blobby + Yellow Blobby
Red Blobby + Blue Blobby
Issues and Bugs that arose
For whatever reason, the mechanics involving multi sphere and line traces which allowed the player to collect, fuse, and transform Blobbies were not working.
Originally I was creating a Dialogue system which involved a text box widget being turned visible and displaying text whenever the player would interact with certain actors.
Basically, any actor that had the Dialogue component could have multiple array elements containing dialogue (text) that would be displayed in order. The player would be able to press a button to do a trace which would check if the object had the component, if it did, it would trigger a function checking if the object is speaking or not, and would correctly display the text. This just was not working and the widget wasn't displaying and the text wasn't being set correctly.
I had wanted to use this to make the tutorial for the player to learn the mechanics.
The way the player is able to fuse Blobbies together is by clicking on the checkbox next to a Blobby's button in the inventory, and then using the fusion function by pressing right click while looking at another Blobby on the ground. Right now there's a few things that are able to happen which are not intended:
Can consume a Blobby via Fusion trying to fuse it with a Blobby it is not able to fuse with, or create anything new with. Examples:
Trying to fuse a Purple Blobby with a Blue Blobby will result in the Purple Blobby being consumed, but the Blue Blobby remains the same.
Trying to fuse two Blobbies of the same color will just consume one.
The Purple Jump pad was able to launch the player extremely high if there were multiple jump pads placed relatively close to each other, where the player could run into one and be launched upwards and collide with another jump pad in quick succession, effectively multiplying the height it should launch the player.
During a playtest session, my classmate Fletcher Moosey discovered a replicable bug which allows the player to get an extra use of a Blobby in the inventory. Effectively, it causes a Blobby in your inventory to not be consumed during the fusion process, which allows it to be used again for fusion, or be spawned back into the world. It can be performed as follows:
Have two Blobbies in inventory
Check mark the Blobby below the other
Drop the above Blobby
Combine the two Blobbies
The check marked blobby is not removed from inventory
Though somewhat rare, it was possible to attempt to spawn a Blobby from the inventory and it would be consumed from it, and yet it would not actually appear in the level. This was due to collision.
The player was capable of checking more than one check box which could potentially lead to issues and unintended results down the line.
Footstep sounds are not playing right now, despite the code seemingly being correct.
The enemy Pharaoh seems to act like an obstacle as far as the Nav-Mesh is concerned, and thus doesn't actually move towards the player.
Issues and Bugs that were solved
Thanks to the help of professor Walter Woods, I resolved the issue with the mechanics. It turns out that in my Blobby blueprint, the Slime mesh had a collision setting that blocked visibility trace checks, so my traces were not responding to the Blobbies the way they should. A simple change in the BP_Blobby has fixed all those issues and the game works as intended again.
I opted to scrap the Dialogue mechanic entirely, and instead chose to create a new way to teach the player the main mechanics.
I created a new actor blueprint which contains a simple signpost with a widget containing text that can be edited on instance. This means I can place an instance of the actor in the world and change that specific instance's text to display what it should. I used this to tell the player which buttons do what and how to use the mechanics.
Thanks to my friend Aiden Harrell, the Purple Jump Pad has been nerfed and the bug is (seemingly) fixed. I have tried replicating the exploits found during playtests but the Jump Pad appears to actually work as intended and simply launch the player a specific height and nothing more. Perhaps more testing is required just to be safe, though.
The player is now only able to select a single Blobby checkbox in the inventory. My friend Hunter Walton helped me resolve the issue during a scheduled tutoring session on Monday, February 17.
Thanks to the help of Hunter Walton, during our tutoring session we have solved the bug. To fix it, Hunter added a check that makes sure the Blobby will not be spawned (and thus consumed from the inventory) if it will collide with an object such as a wall, a slope, and even other Blobbies when it will be spawned.
Now Blobby Fusion only triggers if the Blobby the player has selected is valid for Fusion. Thereore, Fused Blobbies (Secondary Colors) cannot be fused at all, and nothing can be Fused to a Fused Blobby. Additionally, Blobbies of the same color cannot fuse with each other, so no Red + Red! (for now).
New Additions
The player can now stop by a campfire in order to create a checkpoint, so if they die, they can respawn at the checkpoint!
Player now has 1 Health, and can be killed by the Pharaoh. If the player dies, he can respawn by a checkpoint if one is created.
You can now receive notifications on the screen. Mainly this is for checkpoints, but it can be used for multiple things!
Asset Integration - 20%
New Additions
The Unreal Mannequin has been replaced with Ty, a character from Mixamo, complete with a new animation blueprint (Fall to land animation is a bit wonky as of right now, though).
The enemy Pharaoh has been implemented. He is able to chase the player nearly anywhere they go and can instantly defeat you if he touches you.
The World Has A New Look!
New Props
Playtest Feedback