Post 3 - Core Mechanics Update: Portals And Room Rotation
What's up comrades!
We have been working really hard this week and we got a big update for both of our core mechanics.
Let's start with the
"Room Rotation" mechanic.
Room Rotation: Dissolve effect applies to decoration + Feedback.
We needed really hard to get props inside each room make the dissolve effect when the player rotates a room and to turn their collision to "No Collision" if they are in the invisible section.
To decorate our rooms we make "Child Blueprints" from the main Blueprint Actor "RoomBP". In this child actors we added some static meshes but we had no way to make them dissapear when the room was rotated so we developed a new system to do this.
So the first thing we did was set two arrays inside each child blueprint, one for the "A" section and the other one for the "B" section, inside each array we add the Static meshes/Props that belongs to these sections.
Then we tried to directly call the dissolve effect on this props but that was impossible because we realized that "Timelines" and "For each loops" doesn't get along (We needed the timeline to make the dissolve effect in the exact time we needed). So we end up saving the results of each timeline in a variable and then applying this value in the loops.
Also we added a button on top of the room the player is in to remind the player that he can rotate the room. (This will help us in the future when we implement the new rooms that the player won't be able to rotate.)
Portals: Automatic animation + Feedback.
In the
"Post 2 Core Mechanic: Portals" we've talked about our portals system and how this works.
We were not convinced that the player was the one who had to enter the room so now when the players press the input the input will be disabled and an animation will be displayed from the players position to a position inside the portal and then the player will be teleported to the other portal and will do an animation from its position to the room center.
*It's impossible to post a photo of the Blueprint because it's huge.As we did in the Rooms we added a feedback button that is only displayed when the player enters the door trigger.