Wednesday, 28 November 2018

Unreal: KillCount & Scoring System



I have created a basic heads-up display (HUD) involving two text components for Points and Kills, and two more as placeholders for the quantity.

In the context panel, I have selected a binding for each counter element.



Using the First Person Game Mode I created custom events to set the variable (integer) using a simple integer + integer node.


We can then cast the integer to the First Person Game Mode in text format using the ToText node to convert an int and return a string.



In the AI blueprint, I have extended onto the health system. Once the enemy actor is destroyed (died) I have added to the kill count and points and casting it to the First Person Game Mode. Using the Sequence node makes it possible to execute both almost simultaneously.



Selecting the variable opens the details panel where I have added a value to be added each time the AI is killed. The kill count will increase by 1 each time, whilst the score will be 250.

Currently, the system is basic and for the points in a finalized game would not be ideal because it does not require the player to aim for more specified shots, and if enemies become more difficult or the best weapons require high points for purchase, the number of points should be rewarded should increase with level. In the future, the ideal would be to make the system more complex by implementing a varied score based on body parts hit, and potentially a 'combo' where the player can achieve greater points by having a streak of headshots over 10, for example, rewarding the player with double points until they end their streak.

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