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Shooter - Rolling Ball

(Prototype)

Created by Eric Novosad

BluePrint_Intro.png
unrelTrans.png

Player Pawn

- Movement -

Physics based - Torque applied to ball mesh.

Movement.png
Moc_TorqueAxis.png

Function

Determine torque axis.

Function

Acceleration multiplier.

Mov_Acceleration.png
Movement

Player Pawn

- Camera -

Control Rotation and Pitch. 

Cam_RotatePitch.png
Cam_ZoomInOut.png

Control Zoom In/Out.

Fade-in when level starts.

Cam_Fade.png
Camera

Player Pawn

- Aim, Shoot & Jump -

Aiming by turning ring left/right.

Aim_TurnLeftRight.png
Shoot.png

Shoot green projectiles out of ring cannon.

Function

Spawn player projectiles.

Shoot_Spawn.png
Jump.png

Jump by adding impulse to mesh.

Reenable jump : Set "Can Jump" to "True" upon collision with floor.

Jump_Reenable.png
Aim,Shoot,Jump

Player Pawn

- Dying -

Upon player receiving damage.

Dying.png
Dying

Player Projectile

Projectile applies damage, spawns VFX and destroys self.

Shoot_Player.png
Player Projectile

Cannon

Cannon spawns projectiles accordingly to ROF, as well as moving to simulate recoil.

CannonFire.png
Cannon_SpawnProjectile.png

Function

Spawn cannon projectiles.

Cannon_MoveBarrel.png

Function

Move cannon barrel.

Canon

Cannon Projectile

Projectile applies damage, spawns VFX and destroys self.

Cannon_Projectile.png
Cannon Projectile

Damage Volume

When entering volume, pawn receives damage and is destroyed.

Volume_Damage.png
Damage Volume

Crystals (pick-up)

When picked up crystals moves towards player while scaling down, diming out and destroying self.

Crystal.png
Crystal_StoreStartingValues.png

Function

Store initial values (location, scale and light intensity).

Crystal_MoveToPlayer.png

Function

Affects crystal's position, moving it towards pawn.

Crystal_Scale.png

Function

Affects crystal's scale, making it smaller as it moves towards pawn.

Function

Dims down crystal's point light, making it less intense as it moves towards pawn.

Crystal_AdjustPointLight.png
Crystals

End Level Volume

If no crystals are left in the level, player is teleported to next level when entering volume.

EndLevel_Volume.png
EndLevel_AnyCrystalsRemaining.png

Function

Verifies if any crystals are remaining on level.

Function

Verifies if player completed the final level. If so quits game, if not loads next level.

EndLevel_Complete.png

Function

Determines if final level has been completed.

EndLevel_IsFinalLevel.png

Function

Get next level for loading.

EndLevel_GetNextLevel.png
EndLevel_LoadNext.png

Function

Load next level.

EndLevel Vol

End Level Platform

Change platform material when all crystals have been picked up, and player can progress.

EndLevel_Platform.png
EndLevel Platform

Macros

Determine if actor is player throughout project.

Macro_IsPlayer.png
Macros
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