I’m developing my first game right now, but i stuck/waste a lot of time on mostly basic blueprints stuff. I need someone who have some okish knowlege about blueprints (some of them are acctually very easy to do) In exchange i can help you create 3d assets for your project if you are not into 3d design. I can do a lot, just maybe not super fancy stuff but we can talk and see what can be done. You awso have my permission to sell your game/movie or whatever it is with my assets. So you help me with my project and i help you with yours.
Here are some examples what i need: I have a trap which triggers perfectly with an overlapping box. The problem i have there is that it triggers only 1 time and dont retrigger after that. I want that enemy triggers it again like every 5 sec when stepping on it.
Another thing i need next is a basic spawning system of enemies. They should spawn in exact spot/place at point A and go straight to point B. They should attack the player only when they are in close range to him else they just go straight to point B which is something like a portal. When they reach point B they dissapier in it or when the last ones left are killed befor reaching it, the spawning blueprint should start spawning the next wave of monster (and this repeats).
Other stuff i need is simpel projectile shooting blueprint for weapons and awso one “hitscan” without projectiles. So shooting something like small energy orbs in a straight line thats all. And hitscan is shooting without projectiles if you know what i mean. Basicly just aiming with the crosshair on the enemy after pressing a key to shoot it hits instantly the enemy without any projectile flying…
So any of those would be a huge help for now. If someone is interesting in collaboration like this, it would be really awesome. Benefits to this are, no risk of working with strangers directly on your project so no one can be scammed at the end. You tell me what you may want and send me details about the 3d assets you want to get created and in exchange you do some blueprints for me. At the end we can just upload them on some file hoster in rar or zip with password on it and thats it.
So i hope we can start working on some of the stuff so i can progress on my project and working on others assets would be awso a good training and learning lesson for my future projects so for me a win win situation. Cya and gl on your projects guys…
What you are asking is for someone to dedicate 50h per week to your project, understand is not possible at all. But I’ll try to help
Take a look in the marketplace there are many templates for free!
Adapt your game to reality,
It’s always better to have some game funny than an awesome idea!
Thx for the reply, I have the delay node but im doing soemthing wrong so it dont work as it should. Same with the “Target point” i have it but the enemy’s spawning are not moving just spawn on 1 spot and thats it
I didnt know that would take 50 hours i tought 1-2 hour or smthing xD
Let me check my blueprints will send screenshots
Looks like i removed the delay but i had it there 100% and i couldnt manage to make it working. Befor that i had the trap triggering non stop which is awso not what i wanted. Well back to the drawboard… just sitting like 5-6 hours and i cant fix only this single trap issue thats why i would rather have a help and work on the stuff i can do for him so we do make a progress then now i just dont do progress like this… the spawn system took me awso 1 hour of testing and they just dont move after spawning… I followed a guide on it and everything was the same and it still failed…
P.S. the “cast to bp_TrapsSnappingSystem” is the third person character i modified it with the snapping system i integrated in it and it is just called like this. I testet both switching back to the original third person character in game mode details then wire the original third person charater in the spawn blueprint like in the guide i followed (was for testing purposes so enemy ai spawning was set to move to me not to fixed point B) and it
still didnt work. I can come close to them and they just stay on 1 spot …
So here its the starting point and i do have NavMeshBoundVolume so they have the path to walk but it fails. They spawn on the starting point and thats it, no moving…
Here is a video of the traps triggering non stop. I had delay then and it didn’t do anything. The traps was awso moving without triggering it after placing it on the floor, but i fixed that now. It was something i think with the coillision setting false. And the triggering of the trap after i put it on the floor without stepping on it is awso fixed and the animation of the moving was wrong but i fixed it as well now the only last thing left to fix, i can trigger it ones and go again over the trigger box but it just never triggers again, so the delay would do nothing for that problem right? here is a video of it so you grasp what it is and how it was First Traps Showcase (Pre Alpha Footage) on Vimeo
One last thing, because you mentioned the Lyra starter game. I awready heard of it and i have it as well so it is acctually a good idea to get more into it. If i can use some of the templates to turn it for my game that may be a good starter point and build from there. Thx for the tip
Im not sure how this video can help. Everything that can help me on my project is slowly creating the blueprint logic i have in mind and adding step by step the core functions to the game. Like i say its overall nothing too complicated like triggering the trap with 5 sec delay (it should be adjustable so other traps may have different trigger time) then the spawning of enemies from point A moving straight to point B and attacking the player in close range. So stuff like this and then expand to the next features i need. I guess i should just focus on lerning more about blueprints following some tutorials on creating them 1 by 1 till i have the core features i need and then later expand to adding more complex functions. Problem is that some easy tutorials fail to me and i dont know what is causing it so its frustrating to spend tons of time on just 1 thing that can be solved in seconds… So thats why im looking to collaborate with someone so i can learn when he gives me the blueprints and if he works 10 hours on the blueprints i will work 10 hours on his assets. Or else i will have to just starting to lern solo blueprinting for months which is awso an duable option overall.
I can just search any blueprint from here copy and paste it but im not sure what those are exactly doing so will need to adjust any single one for my needs and im clearly lacking the knowledge. Your game looks funny and has a lot of basic core features i might need as well. I will try it later
Yeah, thats what i’m trying to do. Better to just follow a guide and check any single node im implementing in my blueprint befor i just copy and paste some random blueprint with 30+ nodes in it and to not have an idea what more then half of it acctually do or how the logic behind it works. So this way i just introduce more problems in my game and overcomplicate stuff and it makes everything worse. So better just to follow simpel blueprints guide and learning a bit of it along when people awso explain each node and what they do, rather then just copy and paste with zero knowledge whats going on and no explanation on anything in it.
Btw the animation tutorial is just what im working on right now lol. I just made some ai spawn and i have some animations sequences for them and now i need to make them working when they move/attack and so on in an animation blueprint so perfect timing on this one