Thursday, 27 April 2017

HCI for Games - Interactive elements.

As part of this unit, I was required to incorporate an interactive element into my HCI system, and whilst there are many, many interactive elements to provide to a player, very few of them actually fit in with a menu system.
Taking this into account, I have incorporated a simple set of blocks which can be interacted with, as the rest of the suggested elements fit even less so with my project.
The blocks are a simple setup using a gate to hold and release the actor, allowing the player controller to manipulate the blocks location in two axes simultaneously, a summary of the blueprinting method can be seen below;


The Break vector and Make vector nodes work in tandem to limit the boxes from moving on more than two axes at once, though they could move on all three if it were desired.
I have two more iterations of the box which alternate the axes on which the boxes move, one on the X and Y axes, and the other on the Y and Z axes.

I also have a simple click based cube, which moves upward on Unreal's Z axis (Normally the Y axis in modelling software). The directional axis and degree of movement for this can be changed with ease as and where necessary.


The final interactive element I have within my level is placed upon the press of the P key, this is a box spawner, which fires out boxes at a rate of 4 per second, and destructs them 3.5 seconds after spawn. 
This is another simple but regardless interactive element to my HCI system, they were specifically made to destruct after 3.5 seconds as the spawner is placed above the characters, and the boxes could otherwise build up and block vision of my playable characters in the character select system. 
This would completely break the character selection as they would not be clickable when placed behind other meshes.


A video of the spawner in action can be seen below;


Whilst I could have added some other elements to my HCI system, I feel as though 3 different types of interaction is enough. I have made this choice based on a design decision, as I feel any over the top animation elements would simply not fit the style of game I am aiming for.

From this point, I will be looking to gain some peer feedback on my setup overall, and will be conducting a peer review as such.

No comments:

Post a Comment

HCI for Games - Changelog v1.3: Pause menu functionality and HUD advancements.

Changelog v1.3; In a late addition to my HCI setup, with the deadline approaching fast, I have added a functional pause menu to my setup i...