Friday, 23 June 2017

Whenever the game is launched this screen above will appear and it will display all the information the player needs.
Here you can see how it looks in game. I Have hooked up the HUD display times with the variables and blueprints i have created and this allows them to work. 
Here is a picture of what will appear after you press the left mouse button to play the game, a countdown screen will fade in and count down from 3. After it shows GO! you will be able to drive.
Here you can see how the HUD looks in game, as you can see it displays all the times, gold,silver, bronze, your time, lap count and best time.
Inside the graph part of the HUD I've set up a blueprint which will get reference to MyPlayerController
Here are the variables i created to make everything in my hHUD work, these 'ESlate Visibility' type variables will allow me to set the gold time, silver time etc to be visible off the screen when no longer achievable and will also make the splash screen dissapear after the time is up, same for the game hud, after pressing the left mouse button it will disappear.


This is the hierarchy that contains everything in the HUD as you can see nearly everything is labeled nice and neatly. This is where i placed all my widgets in order to make the HUD.

This blue-print is used to make the race start when pressing the Left mouse button, it has a delay on it so it doesnt instantly make the race start when LMB is pressed.
Here are the new lap and race record widgets! they fly on and off the screen whenever appropriate, this is done thanks to animation which I have created for them.

this blueprint will hide gold, silver, bronze times if they can no longer be achievable, the game will constantly monitor to see if we can still achieve them, if no they will be disconnected and no longer appear on the hud. see picture below for an example of how it looks like. 

Thursday, 22 June 2017

 I also created a function that will allow me to time how long the race has been going on for and also it will time the lap time and then will convert it to text.
this is the timeline which is basically here to start the time, it starts at 0 seconds and will go up to 999 seconds
I have created a time conversion blue print which will convert the race/lap time into minutes seconds and milliseconds.
This function checks if we have a new lap record if so it saves it and an animation which i created will fly on screen to notify us of achieving a new lap record.
This function saves the best race time if there is a new record and whenever we play the game the race record will will show up.
this function saves both, the best lap time and best race time and will display them in the splash screen
the first function will check for a game save and if there is one it will launch all the records set and then it will use the INIT text to convert numerical values into text for the HUD.

This function will convert the numerical values of the times/records in my game, as you can see gold, silver, bronze, best lap time etc into text for the HUD which will allow the player to see it displayed on the HUD.
This function will load the records set by the player for the best lap time and best race time from my save game which was set up earlier to monitor if we have any new records.
This funtion will allow us to reset the best times set by the player to 00:00.00 by pressing the R key while in the splash screen.
This function will save the game (the players best times) to a save slot which upon pressing play again will launch the save slot and display the best times thanks to previous blueprint coding and our load the game function.

Friday, 16 June 2017

 This part of script will set up the next checkpoint on the track.
 this part of blueprint will check and see if we have completed the race, completed a lap and/or it will set up the next checkpoint on the track.
This part of blueprint will check and tell us whether the race is over or no.
Inside the vehicle blueprint I've created a script that will check and see if the player is not moving and is stuck... and it works! but only if i don't pass through a checkpoint like in my previous game, after passing through the checkpoint the car re spawns like this:
as you can see its really stretched and the car spawns backwards to the way you passed the checkpoint, however you can still drive it! only up until 20km per hour, it doesn't go further than this.
Here is the other part of the script in MyPlayerController, it will re-spawn my vehicle in the re-spawn location which is the last checkpoint collected and then you will take control of the vehicle.
I have also added an event which will update the lap it will add to current lap, for example, if we complete lap 1 it will display that we are now on lap 2 and it will also monitor and display if we manage to set a new lap record.

Wednesday, 14 June 2017

I went into the tracker blueprint and began my works inside of it, I created multiple variables and functions. The tracker will allow me to set best race time, set best race time, set gold time, set silver time, set bronze time, set default lap and race time.
Setting up the tracker will also allow me to edit all the settings without having to enter the blueprint.
This is how the tracker looks like in game, it is hidden when the game is launched, it will always be facing the camera, basically he will always be staring at you. Not quiet sure why its a dinosaur icon but it was the default icon when i added a billboard component in the tracker.
The script which i have added in the tracker blueprint inside the event graph, everything is labeled so its nice and easy to understand and it also make its look professional.
This will pass the user times which I set up in the tracker to MyPlayerController.
I went into my Checkpoint blue print and created couple of components, a root, an arrow a trigger and a particle system, I've also incresed the scale of the trigger box as it will be my checkpoint so it needs to be good size so the player can pass through it with ease. The arrow component has been added so the player can only pass the checkpoint through the front of them (if the player passes the checkpoint backwards it will not count)
Inside my checkpoint blueprint I created a blueprint function, the checkpoint system which will be cleared when overlapping ends. So the checkpoint will disappear after the player has passed through it.
I went ahead and fixed my checkpoint asset so it now appears connected to the road unlike it did before. I have accomplished this by changing the asset from a door asset which didn't have the bottom pillar to a window asset which has one.
I went ahead and looked for a palm tree asset to add into my game, i found a pack that countained 4 different palm trees and i downloaded it, it also contained the textures for them, i went into 3ds max and exported every single one of them seperately and applied the texture from the pack, then I placed all of them in my game.
How it looked like when i opened the file from the internet, all of the palm trees were together, so i selected each one of them separately and exported them.
palm trees exported separately, one after the other. There was 6 in the pack but I only exported 5 of them because i did not like the last one.

textures for the palm trees

Last but not least I duplicated my map and gave it a name so when im done with the first track i can just go back onto the vehicle advance map and duplicate it again for another track.

One more thing, I have changed the car color to a black one, it came with the palm trees pack and i feel like it suits the game more than the basic blue one.

Monday, 12 June 2017




I made some additions to my map, I've added a lake and decorated it with some plants and also added some benches around it, on top of that i placed a big rock in the middle of the lake so it doesnt look empty. Furthermore the next addidtion to my map is big long poles that will appear asif they are holding the track parts that are in the air. I've also upped the landscape this resulted in making driving slightly better as you cant just see everything in front of you, making the area of sight for the player smaller which is what i wanted. All objects used are from the started content that came with the advanced vehicle template.
Using the door_frame object i created an asset that i will to indicate my checkpoints. I've wrapped it in the copper material from the started content. It gives it a nice fitting feel to the game surroundings.