With this workshop session we carried on with working on our games which for me it was mainly working on my level design and sorting out any issues with the mechanics. So, carrying on from yesterday, I worked on my level design which I have done some research on the layout from Nintendo levels. Which has allowed me to get an idea of the layout for my games level. As I have gone for an easy tutorial section at the beginning to learn the basics from the movement to disappearing platforms. With this section I added a platform below as a safety net and a jump pad to get back to the top.
I then focused on the platforms which I have gone for normal and disappearing just, so the player can learn the mechanics of the disappearing platforms. With the disappearing platforms I have already made the mechanic however I haven’t found a way to have them re appear. As I looked up to see if it was possible to spawn the actor back in which got me nowhere luckily, I found a way around it. To solve this, I added a delay so that the player has a chance to stand on the block. After that I added a set collision and visibility that which switches it on and off. Allowing the player to fall through which I didn’t know this was a thing in the blueprint which makes me think what else I could do with some of my mechanics in my game that could added to the game play. This sorted my issue with my disappearing platform which runs smooth now, but I might play around with the delay times as I feel like the platform is not vanishing quick enough for the player to realize that certain platforms disappear.
Another problem I have sorted was that the door would jolt a bit as soon as the player walks up to it. So, I looked through the mechanics to see if there was something wrong which I couldn’t find. However, James brought up the idea of the timeline animation not being on point on the graph which were fine, but it then got me wondering if my door was centred. This turned out it wasn’t which I simply centred it solving the problem with the door jolting.