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Most of the coding is complete. The game is basically one big modular character creator. And, technically speaking, it’s not a large character creator. 

Overview

Breakdown

The Coding can be broken down by each section of the Story.

Widgets

Five Story Sections

Basic Coding Needs

Opening Cutscenes

Widgets to display cutscenes

The Castle History

Triggers for prop animations, lighting and effects

The Wizard's Tower

Pickups and HUD display

Prince Charming

Widgets for Player Input, Modular Character Creator, Companion Pawn 

Closing Cutscenes

Trigger to Spawn Prince and his animation, Widgets to display cutscenes

I've created a library of blueprints for my widgets. I have a reusable custom button. Several of these are placed on a 'main menu' type widget for each Cootie Catcher. An interface is used to listen for a "Button Click Event" from each main menu widget. The interface sends the player's selection to the Final Prince array.

Enumerators

There are basically 5 Player choices so 5 enumerators. When the enumerators are set, that value is sent to a Final Prince Array. The 5 enumerators are listed below with probable values for each enumerator type. The sidekick is a Player choice but simply spawns a corresponding model in the Prince's cell.

Enumerators

Nationality

Profession

Side Kick

Character Trait

Personality

Nationality:

Head Mesh

African

Asian

Caucasian

Latino

Hulk Green

Professions:

Outfit

Leader

Sailor

Soldier

Baker

Worker

Side Kick:

Static Mesh

Lion

Pig

Bunny

Baby Chick

Crocodile

Characteristics

Anim Class

Brains

Muscles

Romantic

Charismatic

Dancer

Personalities

Facial Expression

Smoldering

Curious

Sweet

Stoic

Silly Face

Widgets appear at each locked door in the "Wizard's Tower" part of the game. The images on the widgets are subtly correlated with visual aspects of the Prince. This represents the main goal of the game: to unknowingly create a perfect Prince for you, the Player.

Enumerator

Nationality

Profession

Sidekick

Character Trait

Personality

Visual Aspect

Head Model

Outfit

Set Prop

Animation File

Facial Anim

Modular Characters

Example African Professions

Example Asian Professions

Pink Poppy Flowers

Example European Professions

Pink Poppy Flowers

Example Latino Professions

Pink Poppy Flowers

Prince Animations

Pink Poppy Flowers

Prince animations are working across each of the Prince skeletons and from different source skeletons; i.e. Mixamo Animations and purchased animations from Fab such as: Male Emotes, Lean Animations, and Social Animations.

Below are example animations representing each Character Trait. Note: A bow is used for "Romantic" but will be the Prince kneeling with a bouquet of flowers. This will need some work as I haven't found an adequate pre-existing animation file.

Animation File:

 

Flexing

Reading 

Dance

Bowing

Character

Trait:

 

Muscles

Brains

Charisma, wit, charm

Romantic

Ladies, meet your Princes.

Originally, the Prince animations were going to be fed into the Final Prince array but it seems that it is easier to create a Master BP_Prince_Pawn and from that, create children with different Anim Classes. This greatly simplifies the code and for now, with the size of the game and the number of Prince animation choices, it is not a problem.

Pink Poppy Flowers

Meet the Player's Companion: Mouse

Sequence of Events in the Wizard's Tower

Screenshot 2024-12-30 at 9.56.02 PM.png

At the Wizard's Tower, we meet the mouse. A test case of the companion pawn is working. Currently, the mouse is following the Player. However, at times, the mouse will lead the character.

 

And at each door, there is a repeat animation: the player loses possession of the controller, we cut to the mouse camera, the mouse moves forward and we see a light under the door. This is working in the prototype. 

At which point, we play a cutscene of a letter animated to slide under the door.

Player comes to a locked door
Freeze Character
Cut to Mouse Cam
Anim Mouse Forward
Light Animates Under Door
Play
Letter-to-Cootie
Cutscene

"Letter to Cootie Catcher Cutscene"

A letter (from the Wizard) slides under each locked door at the Player's arrival. In a cutscene, the letter transforms into our supernatural cootie catcher. Traditionally, a cootie catcher is an origami fortune teller. In the game, the cutscene will be more of a magical transformation and the widget will serve as the cootie catcher decision making device.

Pink Poppy Flowers
Pink Poppy Flowers
Pink Poppy Flowers
Pink Poppy Flowers

Play Cootie Catcher Widget

Play Cootie Catcher Widget
Enable Mouse on Screen
Player Selects a Button
Choice is sent to Final Prince Array
Locked Door Opens
Return Controller to Player
Pickup Inside Door  = Widget Choice
The Pickup is placed in the HUD

Final Door/Prince Animations

Player arrives at Final Door
Play Last Warning Cutscene
Animate Door Open
Spawn Animated Prince
Play "Choice" Cutscene
Player Chooses 
Play "Accept Prince Final Cutscene" or "Play Again Cut Scene"
vinecomposition_blacktowhite.png

Coding

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