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Writer's pictureConor Currie

Gameplay Prototyping - Collectables

Within my level, I had the objective of the player finding a certain amount of collectible items. This was done through research of a tutorial done by Matt Aspland.


To begin, I made an actor, and then imported a static mesh along with a box collision.



Then, I enabled input for when the player overlaps with the item, and disabled it for when they are not.

Within my ThirdPersonCharacter blueprint, I then grouped the collectibles up in a "Get All Actors Of Class" node. I then created two variables called "Collectables Left" and "Total Collectables".



Total Collectables was the amount of collectables in the game, while Collectables Left would get one taken away from it everytime a player picked one up, as seen below.




I then made it so that a door was unable to be opened unless the player had collected all the collectibles within the level, which leads to the boss arena. I allowed it to be cast to the ThirdPersonGameMode to check this, and if all collectables had been found, the actor would destroy, meaning the path would open for the player.



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