Living Coast unreal project.

We was asked to make a game for living coast we set up a group so we all had a job to do, for our game we wanted to have a HuB menu where all the characters of the game would be sitting in a pub and each character would have their own game adding up to 4 different games. unfortunately, due to time we weren’t able to do all the games and settled on doing the one which is a penguin endless runner.

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Here is the start of the code for the penguin game this is the start where the user can tap the screen or click the mouse if the player isn’t dead or hasn’t tapped already the penguin would play his starting animation.Screen Shot 2017-06-06 at 09.35.55.png

once the animation has played an “animation played” and a “has tapped” boolean are set to turn this stops the start animation playing again when someone taps, it is also needed for the next part.

Screen Shot 2017-06-06 at 09.36.47.pngScreen Shot 2017-06-06 at 09.37.05.pngwhen the “animation played” boolean has been set to turn this then allows the ability for the player to start “running” this will make the character run forwards without stopping. This is set to an event tick so it’s checking every tick or frame if the player is dead.Screen Shot 2017-06-06 at 09.38.01.png

at the same time on the event tick, the health and scores are set this is done by casting to the endless runner character getting the set health, in this case, it was float set to 1 and adding a float <= float that works out if the health is below 0 if this is true the score will be saved by creating a save object casting to a save game blueprint and setting the score in the save game to the score the user got and then saving it to the score slot within the save game, the character would then be destroyed another boolean called “endgame” is then set to true and the end screen widget is opened.

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by pressing A and D the character will move left and right but would not be able to turn more than 45 degrees so the character doesn’t start running backwards or into a wallScreen Shot 2017-06-06 at 09.55.27.png this gives the player to turn 90 degrees at points in the game that would allow it but this also doesn’t let the user turn the character anywhere else. unfortunately, due to time I didn’t put any turning platforms in.Screen Shot 2017-06-06 at 09.57.03.png

this is a small function within the endless runner blueprint this sets the time using an integer that is then set to the end time. the seconds is counted up in the player hub widget.

Screen Shot 2017-06-06 at 09.57.15.png This is then the player getting damaged this plays an animation showing the penguin getting hurt then takes 0.333 health of the player health float then sets the animation back to the sliding.Screen Shot 2017-06-06 at 09.57.16.png

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This is another function that sets the coin total that is then used in the player hub widget that counts 1 point for each pickup.

 

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this is the blueprint that is used for the pickups this calls the function from the endless runner blueprint plays a sound at the location and then destroys the pickup but only when the player character overlaps the pickup.

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This is the blueprint for the blockers or the rubbish that is stopping the Penguin this much like the pickup calls a function from the endless runner which is the one that hurts the character then it destroys the blocker so the character can keep going.

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for the floor tiles or platforms, i had to make a 3d model in Cinema 4D then made a particle system to make it snow and added in an attach point using a target< a trigger box placed at the end, blocker spawn points and a coin spawn area.

when the endless runner character reaches the end of the platform another platform would spawn in front of it, however, to make it look like it’s an endless road I made it so it shows 8 platforms at a time. Screen Shot 2017-06-06 at 10.19.42.png

To spawn the coins onto the platform I had to make a function within the blueprint to do this i get a reference to the coin spawn box and got the size of the box and the locations within the box added them to set a random point within that box then added the coin actor.

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for the blocker spawns, i made another function in the blueprint and got the references for the 3 spawn points and turns them into an array.Screen Shot 2017-06-06 at 10.19.58.png

then to make them spawn I made another function where the new array is put into a random integer within a range from 0 to 3 and spawns a blocker actor in its place but will only spawn 1 at a time.

 

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this is the blueprint used the endless runner game mode. in the event tick if the user has tapped at the start the game will start counting the seconds they have played for then if the game had ended it would remove the HUB widget from the view.

the begin play event is used to set the hud to the viewport and also uses an add floortile function.

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in the add floor tile function, I cast to the endless runner to get the is dead boolean if its true the floor will stop spawning if it’s false it would spawn a random floor tile from the floor tile array setting the floor tile to the attach point.Screen Shot 2017-06-06 at 10.55.44.png

for the end screen when the player had died the end screen will spawn this will then allow the user to input their name in an editable box, when the text has been inputted in the text box it creates a save game from the scores save casts it to the score saves loads a save slot called names sets the name to what is put in the box then saves it this is then used in the leaderboard.

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for the main menu, there was meant to be a video that plays of the characters in a bar together, unfortunately, the Unreal engine doesn’t let videos to be used as textures so I had to do it through a media player blueprint and turn that into a variable in the level blueprint and set it to source play this worked fine in the editor but when packaged the video stopped working and I couldn’t work out how to get it to work once packaged to fix this problem I used a still image of the menu video as a sort off place holder.

 

if I was able to redo this project I would have done it so I was just focusing on the one game and made sure the rest of the group was up to date and organised so things were finished quickly instead of having to wait for them to be completed.

I would have liked more time to work on this project as due to the time I had I had to cut corners and skip parts that were as import to the final game.

 

 

 

 

 

My Plot, characters, environments and objectives.

Hero- Richard knight a knight who is wrongly in prison for the kidnapping of the princess

villain- the evil wizard that is jealous of Richard so kidnaps the princess to force her to marry him

prize- the princess who is in love with Richard

owner of prize- the king who is lead to believe that Richard kidnapped the princess

helper-the village hunch back who knows the evil of the wizard and helps Richard get his princess back

 

my story is about a knight named Richard Knight who is deeply in love with the princess of the kingdom everything is happy till one day a jealous wizard finds a way to frame Richard making the kingdom that once loved him now hates him and wants him dead the king however believes keeping him alive means finding the princess sooner

the hunch back once was partners with the evil wizard helping him with all his evil plans, now that the wizard finally has what he wants he kicks the hunch back out in fear that he will tell the kingdom what happened, the sad lonely hunch back had the idea of helping Richard to get the princess so he can get his master the evil wizard to take him in again.

the hunchback gives Richard a lock pick in hopes that he knows how to use it. lucky Richard does and he breaks free, Richard now has to find away out of the castle without any seeing him he has an idea of dressing as kitchen staff to sneak his way through the kitchen and through the ball room keeping out of sight from the king

once Richard reaches outside he has to sneak his way through the town to the woods where the wizards evil tower is buying new armour and weapons along the way once he reaches the woods he has to find the secrets to finding the tower

after finding the tower Richard will have to enter it and climb to the top to ether turn the wizard in and leave the hunch back masterless or take the princess home and leaving the hunch back in her place.

 

environments

the kingdom

the kingdom is called snowcliffton this is because it snows 10 months a year and as the kingdom was build in the middle of a natural bottle neck it is surrounded by cliffs and mountains this means the people that live there are big and plumpy to keep them warm. farming is also hard to do in these parts so most meals are meat.

the castle

The castle sapphire was built in to the cliffs this makes it bigger on the inside than what it looks on the outside being the 2nd tallest building in the kingdom this castle can be seen from miles.

the dungeon

the dungeon is hidden deep under the castle in the biggest mountain this cause it all to be misshaped and wet due to the snow melting and leaking through the cracks being so far and cut off from the kingdom above the dungeons are great homes for creatures that arent wanted anywhere else.

the woods

the woods and a mix of white brown and green being so large and dense right outside the kingdom if you was to go of the beaten track you will no doubt get lost.

the wizards tower

the wizards tower is the tallest building in the kingdom how ever it is hidden deep in the woods and will only reveal itself to those who know the ways of the dark magic.

objective and goals

the object and over all goal is for you to get out of the castle and to the evils wizards tower to save the princess and clear your name. how ever on the way you’ll need to find the keys uniforms and foods to satisfy the needs of the village doing so will not only make live easy for you but will unlock useful rewards to use when facing the evil wizard.

 

this is what i hope to achieve for my graphic narrative how ever i believe i will have to shorten this due to time.

 

The coding and evaluation

i used the unreal engine 4.14.1 to make my game, cinema 4d to make characters and assets, photoshop to make the textures and logic for the sounds

in my game i had an objective system with was a verbal that was binded to a text box in the top left corner of the screen.

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here is how i changed the objective i placed the verbal in the topdown character so i had to reference that each time i wanted to change the text this was ok as mostly the pick ups changed the text so it was always referencing to the top down character to change the text it was as simple as adding new text in to the verbal.

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for my game i made a 5 space inventory this was made up of 5 slots using widgets each time you would pick up an item this blue print above will check each slot to see if its empty if slot 1 isnt empty it will check slot 2 if thats not empty it will check slot 3 and so on and on if the slot is free the slot will change to an image of the item.

Openning door after key.png this blue print detects if the player has the right key this is done with boolean then ran through a true or false node is true the door will open and the player will be teleported outside i had to use a teleport because when the door opens it spawns new collisions and the player cant step through once the player has been teleported a little loading screen will play to cover it up then the objective will change.

opening level door.png much like the other door this door opens when the player has the right key if the player does not have the key a message will pop up to say so once the player has the key another loading screen will pop up and open a new level and change the objective.

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to make my sounds i used stuff i recored and edited in logic i then moved them in and used random, delay and looping nodes to make the sounds feel organic.

 

to make the knights ai i copied the player pawn and changed the mesh i then deleted all the input nodes so they don’t follow my character when i click. i added a pawn sensing

Screen Shot 2017-02-07 at 19.11.17.pngi then added in the blue print for capturing the player when the knight hits the player a sound will play and the level will start again

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then to make the knights move from point to point i ha to make a custom event and the begin of the game the event will play

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this event goes in to a true false node that determines if the player is in view if the player is the knight will chase him if he isn’t the knight will move from point to point which are target points in the world.

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if the player is in view the knight will run after them until captured or the player isn’t in view once any of these events or done the knight will go back to patrolling.

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with level 2 i had to cast each overlap event to the character so the knights wouldn’t trigger the camera begin of the game the camera is switched to the 1st camera and opens up the player hud.

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to enter the kitchen you need to find the chefs hat which is basically a key however this hat makes the chef talk in the way of widgets if you don’t have the hat he tells you to go away if you do you get teleported to the kitchen

when you reach the end of the level you get a message then sent back to the main menu.Screen Shot 2017-02-07 at 19.27.01.png

 

evaluation

i enjoyed making this game and making the narrative to go with it i had lots of ideas for making this a fun game to play however due to illness i missed a few weeks i had to shorten my project to make it easier for the deadline. during this project i learnt a lot of new things such as using the top down, camera changing, key system and building AI can spot you. i would of liked to make more levels but due to time and my time off i couldn’t i managed to make 2 levels but then game doesn’t really have much of an ending. if i was to do this again i would hopefully not have so much time off as well as making levels shorter adding speak and dialog to move the story along as well i had to rush the last few parts to reach the deadline if i was to do it again i would of made a list of jobs that needed to be done and ticked them off as i went along.

Sound bank

To get my sounds i went out and recorded some sounds around the college, i then used logic pro x to edit them.

for most my sounds i used the equaliser to remove most the back ground sound.

Capture sound. will be played when he is captured by guards (made by word of mouth)

creeks 1,2 and 3 used for doors and random sounds (made by leaning on a chair)

lockpick. sound plays at the beginning when you leave your cell (made by jiggling keys)

mouse/mice sound played in the dungeon and kitchen (made by using my mouth)

snoors sound plays on the 1st level when you walk near the sleeping guard. (made by word of mouth)

water drops sound plays as random sounds in the dungeon (made by dripping water on to the floor)

Wind sound plays in both dungeon and castle levels (made by recording the wind)

music

i have 2 music tracks that i made using the logic pro instruments i had a bit of help setting the tone and beat unfortunately i wasn’t able to use these soundtracks in my final graphic narrative.

Castle- this piece of music was going to be used in the 2nd level it was made to sound like a medieval band was playing at a party using instruments such as lute, harp and flutes.

dungeon- this piece was going to be played on the 1st level i took inspiration from games like skyrim and fable where they have a slow chant in them.

https://www.dropbox.com/sh/284hymt1nyju0m8/AAB9ovF2p3URidIhGlyBkejRa?dl=0