Thursday, 7 February 2019

WBL - DAY 15


Work Based Learning - 04/02/2019 (7 hours)

I asked Casey the person who's tutorials I'm following if he knew a way to be able to set the towers up in certain areas and if there was a way to not be able to place the towers on the nav mesh path and he replied some solutions I could use.


I couldn't really understand what he meant after trying to do what he said, so I asked Paul, a person from the 3rd year and he could kind of understand it so he played around with some blueprints but they still didn't work and then he tried the second one Casey wrote. He created a new blueprint and added a box collision and then added that onto the level in one of the tower places on the map, he dragged off the branch from the moving tower with the mouse blueprint and added a new branch then connected the get class node to the hit actor of the break hit result node and added a equal equal node and selected that new blueprint actor of the box collusion and it worked. So after that I just duplicated it and placed it in the positions of the map.

I think this is an important aspect of the game because if we didn't have a block or a stop where we can place towers you'd be able to place them anywhere and that would make the game too easy to play and you'd win every time.


Here is my tower statistics menu user interface this will appear if you click the tower and will show the tower name, tower damage, damage experience and will have a button in which you can upgrade the tower when it has enough XP. I think this is a good idea to feature in our game because it makes the game more interesting and it gives the player something to look forward to, because hopefully if I can figure out how to do it the towers will either change or be an upgraded version of their original.


Here is my first binding for the text, this allows the name to change to which tower you click, so the reason I created this binding is so that if the player clicks on the arrow tower it will sow it's stats and if you click on the fireball tower if will show their stats. I think this is a good asset to have in the game because it shows the name of which tower you click.


Here is my damage binding, this is to show how much damage the tower has and I think it's important because every time you upgrade the tower the damage will go up and that way you can see how much damage the tower is dong instead of guessing how much it goes up and not knowing.


This is my XP binding, this is set up to show how much experience the tower has and this is not as important as the other bindings but I thought i'd add this in so the player can see.


This is the blueprint for the tower statistics use interface on the player camera pawn blueprint actor. This allows the player to click on the tower and show the statistics for that specific tower, it will stay on the screen until you click on the level or another tower to show their statistics.


I changed the name of the tower and tower 2 buttons to the arrow tower and fireball tower. I did this so that the player knows which one is which and it will help them understand what the tower shoots. One shoots and arrow and the other shoots a fireball.



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