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Week 4 - Track Details

meekin-s

To make the game pleasing to look at as well as adding barriers to the map i decided to add trees to the map as well as concrete barriers. This allows the player to not cheat across the map.

To do this I found an Asset pack on the Unreal Engine Marketplace and i imported it into my project. I then made a new blueprint actor and i added a static mesh to the viewport. I then added collision around the mesh and i also changed the mesh shape to be a concrete block. I then added a spline to the viewport as well. I also made 3 Variables that will be used for the Construction Script. My goal was to make it easier to drag out concreate blocks rather than placing the blocks individually into the level.

Here is the code for the Construction Script:

Although when play-testing the game in the early stages the trees I imported had no collision. This was easily fixed as I just had to apply a collision box to the static mesh. I also had to make sure that the collision was on when I was painting the trees on the map.

When play testing the game I discovered that the game was a bit to simplistic when driving on the track. To fix this I decided to add ramps to map to make more fun. This allows the game to add more variety and not become stale to play. I also created an off road segment to add variety to the track.


Images of ramps


I also made obstacles on the track. To do this I made a new blueprint and added a Cube in the Viewport that is scaled to make the object tall and thin. I then added a InterpToMovement. This gives the mesh 2 points of interest, and the mesh will bounce between the 2.

I then placed the object into the level and I was able to move the 2 points to where I wanted them to. This would allow the mesh to bounce between the 2 points. I can also reduce or speed up the duration in the Editor.


To fill up some spaces in the environment i made Stands that use a crowd effect when you pass them. I made the stand by using simple shapes. I brought the shapes into the level and placed them on top of each other. I then Grouped the shapes together and duplicated them around the level.

It used very basic shapes but it gets the job done. I applied colours to the shapes to make them stand out when the player drives past them. It also help hide the emptiness that is behind the trees.





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Full Throttle

Scott Meekin
Ulster Univercity First Year Game Prototyping

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