So putting the pointillism game on the shelf for now, in the last few weeks of school I am going to try and make a super basic video game for virtual reality. I am probably going to make a basic block-stacking game for people to grab a block and place it in the proper spot. I will be using Unreal again, but work in the actual level this time! This way I can add triggers and program in a win function.
3/7-3/31 (1h a day & a week break)
Going through the blueprint tutorial, I wanted to take some notes to help me learn and possibly share with others trying to learn the visual scripting in the Unreal 4 Engine.
Line Color Coordination:
- Red = boolean
- Blue = object connection
- White = executable
Box Color Coordination:
- Red = event
- Bright Blue = object
- Dull Blue = function
The order of events is determined by the event leading into functions, which can be continued to other functions to be in a sequenced order- this is sequential firing. Two events can be plugged into a function as well, but requires only one to happen at a time; for example, a person entering a trigger box turns on a light while leaving it will turn that same light off.
Level Editor Blueprints stay contained within that level. Class blueprints can be used over multiple levels and work the same.
In the Class Editor you can change the root by dragging the item in the component browser over the white root.
Copy and paste works with nodes!
Get Reference to reference them (a variable to plug into a function). Set Reference can change the referenced object.
When the target is “self,” it means the blueprint that is being worked on.
Group nodes with comments by selecting the nodes and pressing the “C” button. Left clicking on the comment and drag can move everything within it around. The text and color is editable as well. Personalize it 😉
The event graph edits every blueprint in-game. The construction script is to update the most recent changes to the blueprint.
In the color picker, you can left click and drag the color onto the color bar to save it!
Make object variables by clicking the edible button so you can edit inside the level editor.
An alternate way to make a class blueprint is by creating an empty actor and adding components through the level editor. Then hit the blueprint button and you got a new blueprint!
Another way to make a class blueprint is to select objects in the scene, click the blueprint drop down menu at the top and select “Convert Selected components to Blueprint Class…” But level blueprint still not follow.
As an update, this is one of the screenshots of my game so far. Currently the game is only made of UI widgets of transitioning menus. The basic mechanic is not made yet, but it’s good to see the basic UI of one of the more developed screens.
As for learning how to code the mechanic I need, I am following this basic blueprint tutorial series to hopefully figure out what I need.
With RATions to the back-burner after some group issues, I am going to be working on programming for a new game.
For a start, I am working on a simple clicker game that teaches the player what pointillism is. There is a basic mechanic of when the player clicks, it creates a dot on the canvas and have different colors to choose from.
A sketch of the basic layout and added extra ideas:From this I have come to not consider spray paint, sponges, or art rags as apart of pointillism as they provide too wide of a range compared to a single dot of a pen. What I am going to include is a practice area to have overlying outlines for the player to fill.
For the past couple of months I have been working on asset creation for Don’t Tread On Me (still a working title). For November I had been modeling Ma, finally finishing yesterday. Yes, there were a lot of minute tweaking between the two posts of blocking out and then finalizing Ma, but I had to make sure she was animator friendly, properly proportioned, not falling into the uncanny valley, and overall just looking nice.
The two basic assets created so far is Mouse and Ma, able to be seen in the links. They are currently just models, but before the winter break I plan on having their UVs ready for my teammate Connor to texture.
Other things that need to get done are starting to form some basic furniture models for the game, such as a dining table and chairs. Another important piece would be the radio. All of this is something I need to make on Houdini to use its node editor for quick changes if needed. Again, things I plan on finishing for version one of the game.
Wish me luck.