Here are few of my prototyped toys. I made a jetpack, some trampolines, and a gun that spawns AI wherever you're aiming. Eventually, I would imagine these 'toys' being made into a vertical platformer. The goal would be to climb as high as you can using the trampolines and jetpack. If this was made into a mini game, I would have the jetpack cost health or juice so you could only use it for so long before having to recharge. Spawning the bodies was more pure hilarity than anything. The same theory could be used to spawn anything in the Actor Factory. I chose these models to spawn because of the way they bounce all over each other (See video below), which reminded me of Plinko. So, if I couldn't find a way to incorporate the bodies into my vertical platformer, I would just make a Plinko type game with some filthy peasants. Although, I think I could, in fact, incorporate the spawn bodies into my vertical venture. Instead of live AI, I could spawn some dead bodies to climb up, aiding me in my quest to reach the high heavens, or whatever. Enough text. Time for videos.
The jetpack video shows off the jetpack and a little bit of my trampolines. The jetpack was all made in Kismet using a keybind, comparison of some bools, and a couple set physics nodes.
The trampolines are just trigger volumes the get, then set velocity of the player. The set velocity adds a tiny bit to what it recieved allowing you to go higher and higher with more momentum you have.
The body gun uses the trace node in Kismet. If the trace is obstructed if spawns whatever I tell it to at the location the hit was obstructed.
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