Portobelly Production Journal #52

09/04/2019

My goal for today was to create a death system and checkpoint system for Belly so that the player could die when too much damage has been inflicted and when the player dies they will respawn at their last checkpoint.

Fig 1 -  Basic checkpoint system resetting the players location

Fig 1 - Basic checkpoint system resetting the players location

Fig 2 - Instant kill blueprint

My first test was to see if the player would respawn at a set location after the player had died. The player dying was controlled by pressing the K button as I set it to instantly kill the player so that I could easily test this respawn system. This test was successful and I was able to change the location of where the player would respawn.

Fig 3 - Moving to last overlapped checkpoint on death

In the next checkpoint test I set up a system that would update the players respawn location when they had overlapped the checkpoint bounding box. When the player died they would respawn at their last overlapped bounding box (checkpoint volume). This system was the basis of the checkpoint system as it allows the player to change their respawn location. When this would be implemented in the level I will place checkpoint in front of significant mile stones in the level so that if the player dies soon after the checkpoint they will not have lost much progress.

Fig 4 - Death screen placeholder to cover up the checkpoint transition

Fig 5 - Blueprint controlling the fade of the death screen

One issue I was having with the spawn system was that when the player died the camera would pan to where the characters new location was. To avoid the player from seeing this transition, I created a player death screen that would pop up and cover the screen so that the player is unable to see this transition.

Fig 6 - Grave stone rising from the ground on player death

Fig 7 - Rising grave stone animation

To show the player that they have died we decided to include a gravestone that appears when the player has died. This idea came from my game jam game called “Offshoot“ because in that game when the enemies died the enemies turned into a grave stone. This also works as a good visual representation of the player dying rather than the player disappearing. To improve this death effect, I will be adding some visual effects to the death to make the effect more significant.

Fig 8 - Bouncy mushroom animation

Fig 9 - Bounce mushroom rig

Fig 10 - Belly bouncing across the new bounce mushrooms

Using the mesh provided from Will for the bounce mushrooms I created a rig so that the mushrooms had more character when the player bounces on them. Before they were static and did not seem very bouncy but now the effect is conveyed much more effectively.

 

Figures List

  1. Rees, O (2019). Basic checkpoint system resetting the players location. [offline]. [Accessed 23/04/2019].

  2. Rees, O (2019). Instant kill blueprint. [offline]. [Accessed 23/04/2019].

  3. Rees, O (2019). Moving to last overlapped checkpoint on death. [offline]. [Accessed 23/04/2019].

  4. Rees, O (2019). Death screen placeholder to cover up the checkpoint transition. [offline]. [Accessed 23/04/2019].

  5. Rees, O (2019). Blueprint controlling the fade of the death screen. [offline]. [Accessed 23/04/2019].

  6. Rees, O (2019). Grave stone rising from the ground on player death. [offline]. [Accessed 23/04/2019].

  7. Rees, O (2019). Rising grave stone animation. [offline]. [Accessed 23/04/2019].

  8. Rees, O (2019). Bouncy mushroom animation. [offline]. [Accessed 23/04/2019].

  9. Rees, O (2019). Bounce mushroom rig. [offline]. [Accessed 23/04/2019].

  10. Rees, O (2019). Belly bouncing across the new bounce mushrooms. [offline]. [Accessed 23/04/2019].