Coding I Midterm - Devlog
For my game, I wanted to make something beach inspired/related. The concept is that you're a pirate hunting for treasure, but have crash landed on an island and need to get back to your ship.
You fashion a makeshift fishing rod and start reeling in the surrounding fish to sell in exchange for wood, to bridge back to your ship.
Here are the ways I implemented the requirements for the midterm:
For the triggers and custom events, I mainly used BP_ThirdPersonCharacter and BP_Shop. On my 3PC, I have custom events to use sphere tracing, hold fish and bridge variables, and build bridges. Selling the fish goes through the BP_Shop, where I have a collision event that casts to the 3PC, then checks for your fish count. If you have Fish > 0, you will lose one fish and gain one bridge.
For the arrays, I created a fish blueprint and created a random array for their meshes to go through when the game starts.
For the materials and external assets, I created a water killfloor material, and used assets from these packs:
https://kenney.nl/assets/pirate-kit
https://quaternius.com/packs/cutefish.html
For the interface, I created a fishing rod. It can be picked up and dropped, and uses sphere tracing to fish, which can then be exchanged at the shop for bridges.
For the timeline and line trace, I created an animation of a fish jumping out of the water. I used sphere tracing in my fishing rod item.
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