Sunday, April 3, 2016

Control Success

My keyboard controls from last week were a huge success. We took them to QA testing and they performed very well, with some players preferring that option over the guitar and pad. It also made testing the game significantly easier going forward for the other team members, because now anyone can simply load up the game and use the keyboard instead of having to go to the labs and plug in the guitar and dance pad to test a simple change.

This week I made the toggle system. I had to work through it a bit since the challenge was sending the players choice to the player class from the menu widget. Since the widget is destroyed before the player is even created, I had to create a variable in the game instance that can be edited, tracked, and retrieved from anywhere. This variable is passed into a simple switch statement the turns on and off the different controls. I also added a kill button for easy testing for the team, so they can just kill the enemies they target instead of playing each riff.

Unfortunately, it does not look like keybinds will be possible. Blueprints just do not support that option. It could be done in C++ but we already moved away from that.

My challenge for this week if to make the gamepad controls. They are different from the keyboard controls in that, where the keyboard binding are completely different, the guitar is already considered a gamepad. I need to make sure they not only work separately from the guitar, but that they do not conflict.

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