To expand on further developmental procedures which could be implemented into a HCI system in games, I have begun but not yet finished the implementation of a character customisation feature for my system.
I began by creating a simple mesh which I could add onto my character as an extra visual entity, and chose to make some wolverine styled claws. Whilst these are not appropriate for my character they were the first thing to come to mind in the short time given to think of potential items for customisation.
Upon creation of these claws, I was asked to make them somewhat 'quirky', and with that I decided to change the design of the claws to that of a cutlery set, leaving one claw in its normal, blade-like form, and changing the end of the other two claws, one into a fork, and the other into a spoon. These were all relatively low poly meshes created quickly for the purposes of importing them into the engine for functionality implementation.
I imported my claws into Unreal and socketed them to my character as appropriate, the outline of which can be seen in the screenshot below.
I began to apply this through my blueprinting code, but due to the system I have set up, was not 100% sure about how to implement this into my system. Whilst I was prepared to modify some widgets and allow for the system to be brought in at the character select transition in my menus, I was not sure about the activating and deactivating of the mesh itself, as such the mesh currently sita active on my character as he runs around the level.
I am currently at a crossroads with the implementation of this feature, as I feel it is not appropriate for my level and does not fit my character design, as such I also feel I would not plan on keeping this feature in game further down the line.
To further justify not using this within my game however, I will be leaving this within my level at the current time as a feature I intend on working on and improving for my own personal growth, and improvement in the blueprinting process.
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