I’m in the process of figuring out how to make the game “square dots” / “dots and boxes”. And I would appreciate any insight, since I don’t know where to begin.
I have used blender for 13 years, so I can model anything. But I’m not that’s smart and I don’t know jacksquad about UE, it doesn’t matter how many tutorials I watch about blue print programming, the education department is a complete mess. So here I am.
What classes should I use? I figured using the “mouse over” can highlight the lines, but how do I tell when a square is completed? Is this where I need to use an array to list the lines? Should I model each line separately so it can be detected individually my the “mouse over” function?
See what I mean? I need friends.
I’m in the mids of working the logistics of making a monster tamer game in virtual reality.
The thing is, I have been spending countless months just watching tutorials to the point where all the tutorials are the same but I’m not finding the information I’m needing.
I came up with the realization I could use arrays to enlist the cylinders as lines, but non of the tutorials goes as far as to tell me how to workaround the details. You have a good working brain, let me borrow it. This is a list I made, but I have no clue how to make the point #7, I’m stuck.
1 - I’ll create the board starting by making a grind of spheres, 5x5 as an example. The lines will be cylinders, (each cylinder a separated mesh). I’ll create two geometry figures, triangle and circle, and place them both in the middle of the squares. This will be player 1 and 2 designated point after the square is completed by one of the player respectively.
2 - Importing all of the meshes and creating a blue print actor class.
3 - enable mouse hover for each cylinder and apply a highlight material once the cursor is on top of the cylinder.
4 - assign player colors
5 - figuring out how to change the cylinder color to the player color.
6 - figure out how to make the cylinders respond player number 2 turn
7 - figure out how to make the engine understand when a square have been completed by the current player, and make the geometry (circle/triangle) visible in the center of the square after the square is completed by determined player.
8 - keep track of the points and when the lines runs out declare a winner and game over.
For each square, you have 4 adjacent lines, above, below, left, right.
There may be a fancy way of figuring that out from the array, but worst case, you have to make another array, so that each square knows where its cylinders are.
Then on each turn, you check every square, and see if all of its cylinders are visible ( and it’s not already taken ), then you can take it.
It all make sense, and I have seem how arrays works before. I have been studying some tutorials in the mean time. The problem is that there is no practical examples, it’s like I’m reading about playing a sport but the tutorials doesn’t even show the sport. Regardless, I have enough information to actually give it a try.
I truly appreciate the help, you saved my life. I hope you don’t mind me asking you some questions later when I got the rig up and running, and I’m stuck in the stupidest thing.
Point 5 is material instance class. Dig into that, it changes material based on code, you can change dynamic material instance on the fly during run time.
You may find other points in unreal components and classes but overall I think you won’t get perfect fit and you have to go manual with C++