I’ve been scripting a little skateboard game for some time to learn Unreal, based on Tony Hawks Mechanics. I’ve come to a dead end trying to find a way to create a balancing mechanic - does anyone have an idea of where I would even start to build the below?
Thanks a million
Really, I’m just looking for the algorithm or the general nodes I should be looking at to start as a jump off point. Implementation and widgets can all come later of course - I guess I’m looking for a value that goes up and down based on key strokes that over time becomes more rapid / sensitive to input (so the algorithm). Hope this makes sense!
every frame we add a small random value to Balance which is then interpolated to avoid rapid swings - Interp Balance; this creates an offset in the range of -1 <> 1
the player can counter this offset with the left or right mouse button - Recovery Input
the larger the offset, the more difficult it is to counter it, so if you react too late, there may be no coming back - Losing Balance; this goes away if we manage to recover, though
##Check Player Balance
Safety Threshold: if Balance is in this range, the Losing Balance value is not applied and we’re somewhat stable, maintaining balance is pretty effortless here
Dead Threshold: the Balance has swung beyond it and we’ve fallen
Added debug to visualise things, and comments to make things clearer, hopefully), config and an example of optional mechanics.
This obviously needs more work and a lot of tweaking. Translating it into a widget display should be fairly straightforward, though. It all revolves around Interp Balance float.
Dude, I’m actually blown away by how cool of you it was to go that far into detail about what I was looking for. Thank you so much, I’ll be spending the rest of the week unpacking this and figuring it out - I cant thank you enough for being so kind to do that. I’m not much of a blueprint maker but if you ever need some game assets modeled and textured by way of thanks you have my profile information.
Cheers again, can’t wait to figure out what you’ve put forward.
I have a small question. Why the character always faces toward the camera when I hit play, despite the fact the character’s back is facing the camera by default.
Thanks in advance!
I’m a total beginner, can you explain more what I should do with those number in order to rotate the character around? Because when I change the Z axis to 1 it doesn’t seem to work.