Portobelly Production Journal #26

24/02/2019

Fig 1 - Before camera tracking changes

Fig 2 - After camera tracking changes

After discussion with Will (the artist on Portobelly), he felt that the camera should not the follow the player when the player is jumping as it makes the player lose track of the ground. As you can see in the GIFS above the original camera controls (on the left) follow the players Z axis location whereas with my new system (on the right) the Z axis follows the ground level. If the player is a exceeds a certain distance away from the ground the camera will continue to follow the player so that the player is always in the camera view.

Fig 3 - Blueprint that keeps the camera at a consistent height relative to the ground

The camera tracking was achieved by creating a line trace below the player that finds out the distance of the ground from the centre of the player and if that distance is below a certain threshold the camera will be set at ground level. I have added a value to the distance from the ground so that the camera is always slightly higher than the ground level as when it was at the ground level the camera was too close to the ground.

Fig 4 - Shrink and expand sound effects

Fig 5 - Sound cue for the shrink/expand using continuous modulation

When working with our sound designer, he created a shrink/expand sound for Belly. Using the continuous modulation within the sound cue editor I was able to set the pitch of the sound as a parameter so that I could manipulate this sound within blueprints.

Fig 6 - Sound blueprint attached to the shrink/expand input event

This blueprint above creates the sound for the shrink and expand ability when the triggers are activated and stops the sound when the triggers are released. Based on the players size the pitch of the sound will increase and decrease creating a different sound for the different sizes of Belly.

Fig 7 - Manually streaming individual levels without a ForEachLoop

When I was trying to stream multiple sub levels at once using the previous ForEachLoop I discovered that the level streaming nodes are delayed so that they do not work using a ForEachLoop as the loop executes within a frame so that the level streaming node can’t complete multiple nodes within that time. I resolved this issue by putting the nodes one after the other.

 

Figures List

  1. Rees, O (2019). Before camera tracking changes. [offline]. [Accessed 25/02/2019].

  2. Rees, O (2019). After camera tracking changes. [offline]. [Accessed 25/02/2019].

  3. Rees, O (2019). Blueprint that keeps the camera at a consistent height relative to the ground. [offline]. [Accessed 25/02/2019].

  4. Rees, O (2019). Shrink and expand sound effects. YouTube [video]. 24 February. Available from: https://www.youtube.com/watch?v=bFXIhuankeM&feature=youtu.be {Accessed 25/02/2019}

  5. Rees, O (2019). Sound cue for the shrink/expand using continuous modulation. [offline]. [Accessed 25/02/2019].

  6. Rees, O (2019). Sound blueprint attached to the shrink/expand input event. [offline]. [Accessed 25/02/2019].

  7. Rees, O (2019). Manually streaming individual levels without a ForEachLoop. [offline]. [Accessed 25/02/2019].