Game Development Reference
In-Depth Information
The gameplay mechanics
As mentioned with the previous game in Chapter 4 , Advanced Game Content Generation
with a Fruit Chopper Game instead of explaining the mechanism of the gameplay loop it
will be better for you to work from scratch or to understand the current logic you got with
the topic. With that said, let's break down the gameplay logic:
1. Once the game starts and as long as the score is less than 100; the levelLayout
blueprint will keep moving the Blocks transform towards the left to give the ap-
pearance of a running level. Once the Blocks transform reaches its endpoint (com-
pletes showing the last block) the levelLayout blueprint will reset the position of
the Blocks transform and show the collectables, to start displaying the level con-
tinually again.
2. The madScientist blueprint, which is the player, will start receiving the inputs
from the touchscreen or the keyboard/mouse. As long as the player is running on
the ground, the animated sprite will display a running loop animation; otherwise, it
will display the idle animation. If the player hits a collectable item, it will force
this collectable item to disappear and then add one point to the score by calling its
function in the levelLayout blueprint. However, if the player hits a laser beam, it
will restart the level.
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