A key feature that everyone seemed to want in their level, for the side-scrolling game I’m currently working on, was the ability to change the position of the camera at key points in the environment. Whether it was to reveal something up ahead or mainly to zoom out and showcase the environment it was something that came up in all 4 maps.
I decided to tackle this by creating a volume that when walked into it would move the position, relative to the character, to the new desired location giving the effect everyone wanted. Using a volume meant it was localised to the area in which it was needed and that when the character leaves the area it would move back to its default position.
This was relatively easy to achieve as it just mean changing some variables that already exist on the character. Getting hold of said variables was a bit tricky at first as they are part of a different blueprint to, meaning I had to cast to that blueprint to gain access to them before I could manipulate them. The other obstacle I came across was holding the original value of the variable before I changed it so that I could reset it when the player leaves the volume.
You may be reading this thinking how where those things issues, basically I’m a massive noob when it comes to this stuff. But with every blueprint I make I’m learning new things. Coming from an artistic background and not a programmer one it’s going to be baby steps to start with but I’ve got big plans for what I can achieve with this in the future. So watch this space.
As part of the current group project I am working on at university (sidescroller game) we needed an easy solution for adding multiple moving platforms. I wanted to keep it as diverse and easy to use as possible. I developed a blueprint that allows you to change the mesh and material of the platform the place of which it moves to and the speed of which it moves there as well as whether it has collision or not.
This is currently working fine but I’m looking to add a death mechanism to it so that it can be used as a moving kill object that kills the player on contact. This will be optional so that it still retains its previous use as an elevator platform; just making it more diverse as to tool for building the level.
Here's a video of it in it's current working state: (I'll post an update when the blueprint is finished)
I am Elliott Pacel, a Technical Artist at Reflections, Ubisoft. This blog includes all the MaxScript/ Blueprints I have developed and for any working progress updates for script projects I am currently working on.