I started looking into Unreal Engine again.
Aside from my writing goals, working with games has been a big want-to-do since I was younger. It’s also been a while since my last entry, but I’m recalibrating my focus on it as part of a wider, long-term plan. My biggest stumbling block has been what-to-do once the tutorials end, because I haven’t really adopted the concepts or knowledge as my own, so much as following a recipe.
Trouble is, that’s not how I cook either. I sort of make up most of it as I go, with a few recipes I’ve done enough that I know how to do them without directions. Part of the problem is also EVERY tutorial these days seems to be a video. I hate following a video.
This time I’m looking into it from a more exploratory standpoint, which means more investigation/experimentation with concepts I already know, rather than trying to follow a tutorial. To get this happening, I came up with a simpler concept that sort of mirrored my once-preferred genre – the humble adventure game. To get this working, I’d need to have a different interface (just simple point and click), and work out how to interact with objects. I knew enough about blueprints from past tutes to tell me that I could use them this time (and I’ve had troubles in getting Visual Studio to run without crashing so yay blueprints are my saviour).
My first proof of concept goal – a scene that you interact with using the mouse. There are some gaps (think of them as exercise goals) on the latter end of the instructions. Lots of try/fail on this, but here’s what I did. The end result was a scene of red cubes, that you could click on, and turn them blue. Simple, yeah, but the first step in an interactive scene for doing a point-and-click game.
- Made a new Level “Start”
- Added a camera actor to Level
- Added a cube to Level
- Added a player start to Level
- On Player Start, Set auto-receive input to player 1
- Dragged existing camera actor (in scene object list) onto Player Start (it becomes a component)
- Added a directional light to Level
- Added blueprint classes:
- GameMode “ClickGame”, Actor “ClickObject”, Pawn “PlayerView”,
- PlayerController “PointAndClick”
- On settings for ClickGame:
- Set default pawn class to PlayerView
- Set player controller to PointAndClick
- Project settings->Maps and modes –
- Set default levels (both kinds) to Level “Start”
- Set default gamemode to ClickGame
- On settings for PointAndClick:
- Tick show mouse cursor, enable click events, enable mouseover events
- Set default cursor to crosshairs
- On PlayerView, set AI controller to Pointandclick
- Add BP_Sky_Sphere and Atmospheric Fog to level. Edited colours on each to liking
Vaguely remember doing the next bit:
- Added a Cube component to the ClickObject.
- Created two materials (redsy and bluesy) that had colours set by a Vector3 Constant (as red and blue respectively)
- Edited ClickObject blueprint – construction sets material to redsy
- Edited Clickobject blueprint – event, an OnClick (or whatever they call it) changed the material to bluesy
- Added some of these ClickObjects to the scene.
- Ran. Click on some, they turn blue. The starting (non-ClickObject) cube doesn’t.
From here I have a few different goals, almost wholly on the interaction side. Wouldn’t mind turning the scene/level into some kind of room, with some objects that could be interacted with, to reveal a key, that let you go to another scene/level.
Just really, a simple point-and-click puzzle.
Hopefully I’ll have an Entry 6 on the sooner side!