Week 7 Further User Interface and Level Design Tweaks
- Leigh Armstrong
- Mar 6, 2019
- 1 min read
This weeks blog is being released early due to life plans that take precedence. Next weeks blog will be released 15th March on the usual schedule. Some further additions were added to the Ball Customisation menu, this being a cycling selection of what will become purchasble cosmetic items earned through playing the game.
Next, the system needed to function and so utilising the widget system, the selected image converts into an integer and then that integer is used to select a static mesh for a hat blueprint to work from.
Now that the hat blueprint has a static mesh it needs to get the location of the ball to update where in the world it should be. Note: This system is somewhat flawed as there is a delay when at high speed between where the hat is in relation to the ball. Further technical improvements will need to be introduced during the polish phase later in the module.

Moving onto the level design, to lower performance required to run I managed to create a system that sets each par eliminating the need for there to be 18 different levels (now just one is needed).

Finally, the last thing done so far this week was to update the holes as during a playtest it was deemed a little unforgiving. The update featured a slight incline around the hole to ensure minor misses are still a success. To do this the hole model used in the pack needed tweaking in blender.
Comentários