Game Development Reference
In-Depth Information
Building the blueprints
As mentioned with the previous game in Chapter 4 , Advanced Game Content Generation
with a Fruit Chopper Game , explaining the mechanism of the gameplay loop, it will be
better for you to work from scratch or understand the current logic you got with the topic.
With that said, let's breakdown the gameplay logic:
madScientistController : Build a new blueprint of type Player Controller and set
all of its Mouse Interface options to True , because as mentioned earlier in
Chapter 2 , Methods and Tools to Create Your Games , we will be using the mouse
events to simulate touch events.
madScientist : Build a new Character class blueprint and you will find that it has
several components by default:
The components under the character class are as follows:
CharacterMovement : This is the component responsible for all of the
movement and physics of the character. Feel free to explore the vast num-
ber of variables inside this component, but the default values will work
best for this example.
CapsuleComponent : This is the Capsule collider that works with the
movement component as the main body mass.
Arrow Component : This is a simple component to define the direction
the player is facing.
Mesh : This is the component that should hold the player mesh. And as we
don't have a 3D mesh for the player (the game is 2D), you can keep this
mesh component as it is (empty) or you can delete it if you wish.
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