top of page
Search

Time's Up!

  • Abbie Hipwell
  • Apr 27, 2022
  • 2 min read

Updated: Jun 15, 2022


As a result of our first play test, I implemented a timer into the game - however, this meant that we would have to change the win conditions. Initially the player would win by hitting the enemy until the barrier has moved fully onto the opposing players side. Now that there is a time limit, we will have to create rules for how a player will win if the time is up.


We decided that:


- If the barrier is in the centre of the map, and the timer ends - overtime begins


- Once overtime has begun, the first player to hit the opposing side wins


- If the barrier has moved, and the timer ends - there will be trigger boxes which calculate which side the barrier is on



I first added two trigger boxes onto the level, one on the pirate and one on the tribal side



If an overlap occurs on the trigger boxes, either the tribal or pirate win will be set to true.



Once the timer is complete, the blueprint splits off into three sections, in the first two it checks whether the barrier is in either of the trigger boxes. Depending on which side has won, the corresponding widget will be added to the viewport, and display the winner of the game with a 'retry' or 'to main menu' option.


If neither sides have won, 'overtime' will be set to true, which removes the timer widget from screen, and replaces it with the overtime UI.



I then added the overtime into the 'death and respawn' blueprint, if a player has been hit and overtime is set as True, the next branch will then check which player has been hit. if the number of the player that has been hit is set to index one, tribal lost will be set as false - meaning tribal have won. Otherwise, the pirates would have won. The corresponding widgets will then appear onto the screen.





 
 
 

Comments


bottom of page