Thursday, 27 April 2017

HCI for Games - Character selection system.

To add to the standard menu implementations I created a character selection system, this required a dummy third person character to be created in order to obtain a moveable camera for character highlighting purposes.

The dummy character blueprint was placed in front of two clickable meshes, and then making use of a 'set view target with blend' node I allowed the camera to transition to two independent cameras using a flipflop node, which allows the camera to zoom in and out on the physical click of each character, allowing them to be selected and deselected.
The flipflop node can only be accessed after a level has been selected however for streamlining purposes and to avoid potential errors in level selection within my HCI setup, using a branch and boolean 'level is selected' setup.



When a level is selected and a character clicked a new widget is added to the screen on click, detailing each character and assigning a 'Go' button to my default playable character to load my game. For the time being I have simply added "Character not available in this build" to my secondary character, as he does not currently function and is not implemented, unlike my main character.
As stated, once the 'Go' button has been clicked on the widget highlighting my currently playable character, this will load my level.



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