Sunday, 17 February 2019

WBL - DAY 23


Work Based Learning - 14/02/2019 (7 hours)

For the lava level we decided to add a crystal that the AI runner would would attack and destroy and then go to the end location, so I tried to add it myself onto the blueprint so that the AI would destroy the crystal static mesh and then move to the end location.

For the first attempt I did, I tried to add a move to node and then apply damage node after the cast to AI runner node on the behaviour tree but that didn't effect anything.



So I tried to add it onto the spawn AI blueprint on the construction script. I added a set relative location node and a destroy actor node then had to create a variable for the crystal static mesh for it to know what to attack but that didn't work either.



After trying a few things I decided to do some research and found out that you can make a static object destructible and change or add fracture setting. I couldn't use this because I didn't know how to make AI attack a static mesh but I definitely learned something new.


Here is Felix's losing screen I added onto the user interface widget. I think this is a great aspect to have on the game because If you lose and there is no losing screen you won't know what's going on and be confused as to why the game has just stopped. I also think it adds character to the protagonist.



I also went back onto the snowy level and changed the tower meshes to the snowy tower textures and changed the projectile to the ones that fit in with that level.


I found some sounds on you tube of a snowball to add effect to the projectile (Snowball). I imported the sounds and created a sound cue for the audio.



For the snowy level we decided to change the enemy to a snowman because we thought it would be fun and different. I imported the snowman into the content folder and changed the enemy on the AI runner data table to the snowman. The animations weren't working so I had a look at the AI runner blueprint and changed the mesh to the snowman, found the animation and changed it to the snowman rigged anim on the anim to play column and then it worked fine.



Here is a play test with the snowmen on the scene moving towards the end location.


I wanted to have background music on the game and Ashley found this one a while ago I just didn't set it up yet, so I decided to do that and I followed this tutorial. It was really easy to do, all I did was import the music wav, created it as a cue and then dragged it into the scene and put it anywhere.

Background Music Tutorial: https://www.youtube.com/watch?v=BpDI3P3qNtM&feature=youtu.be


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