More help with game logic - MainMenu, Loading new levels, loading screens

cnapsys
Wed, 15 Feb 2023 20:43:31 +0000
Blueprint

Ok, so after tweaking a bit more of the functionality, I think I have it ready to put together my first 3 levels.
I have designed each individually in their own map. Meshes, textures, targets and all.
All 3 levels use the same GameMode, instance, pawn, playercontroller, etc.
Currently, when I load the game, in GM I load a MainMenu Widget.

1. First, I would like to move this to its own map when the game starts. From there do I just use an OpenLevel(by name) node to open the subsequent levels when the user clicks Play???

2. Currently, this is loaded from GM. Obviously I don’t want GM to load this on every level.
Should I move the code that loads the widget in the MainMenu map (level-blueprint)?

3. I would like each level to have a widget that opens first (including objectives, directions, etc specific for each level. Is this a good candidate for using the level-blueprint or is there a different way to achieve this? Is the level-blueprint ever used for anything??? lol

4. When the user clicks Play from MainMenu, I want to load Level1. Level1 should load with its own widget (objectives/directions bla,bla…)

5. When the user clicks “Start Level” from this widget the game starts.

6. When the level ends… I want to display another widget that shows the stats for that level (Whether the level was completed, points etc etc).

7. If the level is completed there’s another button to “Continue” on click this opens Level2… so on so forth
If the level is not completed, return the user to MainMenu.

8. Currently, in the MainMenu, I use a loading screen animation → delay it by 3 seconds and load the full widget. Is there a way to loop an animation while the level is loading?? And fully load the rest of the widget when the level is ready to be played?

What do you guys think? Any tips/ideas? Stuff to look out for/avoid?

13 posts - 4 participants