Dev Diary #2

So part of the Dreamscape Chase level design will be having gates in each level that you need to open in various ways. Today I began working on one of these methods - catching a Chaser!
Basically, you get a Chaser to follow you to a marker on the ground, which will then cause a beam of light to shoot up, freeze him in place, and then open the gate for you.

So the first thing I did was make a new C++ class for my ChaserCatcher. Set it up to have a UBoxComponent Trigger Box, UStaticMeshComponent Trap Mesh (a simple textured plane), UStaticMeshComponent Trap Beam, and a USceneComponent Trapped Chaser Location. I also gave it a TrapTriggeredSound to play when the Chaser gets caught. I set all those up in my Constructor with an OnComponentBeginOverlap.AddDynamic for my TriggerBox.
I then created my OnOverlapBegin() function, which ultimately ended up being this:

It basically runs on every frame because he's constantly overlapping the TriggerBox as I've currently set it up, otherwise he falls to the ground. I suppose I could try updating it later on to disable physics on him to see if he stays floating. But I might just make him get destroyed when the gate finishes opening. Decisions decisions.
Then I created a Blackboard Service to figure out if he's trapped or not and plugged that into my Behavior Tree:

Then I just filled in my meshes, made some textures, and caught me some Chasers!
Dreamscape Chase
| Status | In development | 
| Author | BubbleDncr | 
| Genre | Puzzle | 
| Tags | 3D, Atmospheric, Casual, Colorful, Creepy, Dreams, maze, Procedural Generation, Third Person, Tileset | 
| Languages | English | 
More posts
- Dev Diary #3Feb 26, 2021
- Dev Diary #1Feb 14, 2021

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