Game Development Reference
In-Depth Information
The way it works is that when the level starts, as long as Player Start is in the
scene, it will spawn the player class (the Character class) that you used as the
default pawn class inside the active game mode.
levelLayout : This blueprint is very similar to the one you made in Chapter 3 ,
Creating a Brick Breaking Game . So you will be adding a camera, four walls to
block the level layout, a UI text to host the score, and several transform points
( Billboard ) to work as the parent for the collectables and laser beams (the level
components). One thing you want to make sure is that the level is built on blocks;
each block is a parent for several sprites. And all of those blocks are children of
one giant transform called Blocks (the one we will move during the gameplay).
• Don't forget to add the collectable tag to all of the collectables, and the laser tag
to all of the laser beams. Also, mark Collision Presets as OverlapAll for both of
them (collectables and laser objects). I made only four blocks, but you can make
as many blocks as you wish, and keep in mind that more blocks will give more
variations to the game!
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