Inspired by DolphinDom and Wertandrew to start a Dev Log to show some progress I am having on my payload game!
I first started with modeling mode. I added a box actor and then resized it to make the ground. Then I duplicated that to start blocking out pathing/level design, I repeated this duplication process to create a basic layout then improved over time. Will still be making changes to the level design to polish things out and make it not look like blocks!
*Tip: If your game is going to have players building at all, I suggest placing a few player built structures (the fortnite wood, brick, metal walls) around the map so you have a reference for the floor pieces and walls to line up correctly.
I made some basic materials to showcase the colors I want some actors to be.
I imported a 3d model that I found online for a payload vehicle, then attached it to the Capture Zone Device by right clicking the 3d model and selecting the Attach To option and selecting my Capture Zone Device.
Then I created a new Sequencer called PayloadPath and added the Capture Zone Device to it. Then I added a track and selected Transform, this allows you to set keyframes for an actors location, rotation and size. I set my first keyframe at 0 seconds and then played my sequence for about 10 seconds and then set a new keyframe, moved my Capture Zone Device to a new location to create the path/movement of the payload. I repeated this process while also changing the rotation occasionally when I wanted the vehicle to turn.
After I had my PayloadPath Sequence set up I added a Cinematic Sequence Device that played that Sequence. I set the Sequence to play when a Team 1 player enters the Capture Zone Device and to pause when they leave. It also pauses when a Team 2 player enters the Capture Zone to contest the payload advancing. After I had this set up I created a Flame effect on a cone by making a translucent material with a moving texture, glow and fresno so I could adjust the power of the glow and transparency. I set another smaller cone inside the first cone to create and illusion of fire. Then I made a new Sequence called PaylodVFXignite that plays when a Team 1 player enters the Capture Zone Device to give the appearance of jets/engines pushing the payload. This is done again by setting keyframes only this time I changed the scale to hide the flames and when the player enters the scale changes to normal and you can see the “fire” effect. I then duplicated this 4 times for each jet and then attached all 4 of those to the payload 3d model I imported. This will make it so when the PayloadPath Sequence plays and the Capture Zone Device moves the attached actors will also move. I don’t show it in the video below but I duplicated the PayloadVFXignite, changed the name to PayloadVFXrecede and then reversed the scaling so when a player leaves the Zone or it gets contested then the flame slowly hides itself back into the engines of the 3d model that is attached to the Capture Zone Device.
Now I wanted to set up a checkpoint system for the Player Spawn Pads to disable the original Player Spawn Pads that were there on game start and enable a new set once the payload gets to a certain spot on its path.
I found a work around for not being able to activate/trigger a Trigger Device in Sequencers and @AxelCapek also gave another idea that should work! I’ll drop both below.
The method I used is just what I felt was quickest and easiest to implement but there could be many other ways to achieve this goal. The method I used was similar to methods listed above with attaching an actor to another actor. In my case I attached an Explosive Device to the Capture Zone Device and added the Explosive Device to my PayloadPath Sequence. I copied the Transform keyframes from the Capture Zone Device inside the same Sequence and then pasted it on my Explosive Device in the same Sequence. I then adjusted the Z-Axis to move the Explosive Device down to hide it under the map. I then set up 2 timers that activate the explode and reset options on the Explosive Device repeatedly when the game starts until it ends. I added a trigger along the path the payload moves so when the Explosive Device explodes it causes damage to the trigger which we can use to enable/disable our spawn pads. This could be used for many things!
The way @AxelCapek explained would be using a Timer Device. When the player enter the Capture Zone Device it would play the Timer Device and when they leave or get contested it would pause the timer. By changing a setting in the Sequence you can view your timeline in seconds. You can do this by clicking where it says 30fps and select the show time as option and choose seconds. This make it easier for syncing up a Sequence with a Timer Device and keyframes.
My next goal after I set up the checkpoint system was to start creating some classes/character/abilities for players to select when the game starts. I want to eventually have a UI or something to choose from when the game starts.
I added Class Designers and Selectors then adjusted a few options on each designer so I had unique classes. I wanted to go a step further with that and really push myself to come up with unique things. I created a sample for an ability I will implement once my level design is complete but I’ll show a sneak peak at it below! I created a new sequence and added over 90 actors from my level design to it. I then added a staticmeshcomponent and added a material instance so I can keyframe the material to change it inside of a sequencer.
Will update more as I go along but this is pretty much what I have so far!