Corpse Bride - Sprint 4

 

Piano keys and keyboard layout

A large basis for this project is the interactable piano in the scene. For this I started with two main blueprints, the white key and the black key, so that I could easily duplicate them and apply the logic for the sound and rotation:

White key:



Black key:


The keyboard blueprint itself is more complex and stores the majority of the information and events for the song and end of the scene. It is comprised of white and black key blueprints and the note for each key is set here, sourcing from the sound library of notes.

A known issue with the keyboard is that touching it with the motion controls will result in the game crashing due to an infinite loop within the motion controller blueprint.

The three working events are:

-Play Note—plays one of the piano notes as specified by the attached blueprint actor

-Begin Song—triggered by flowers being placed in the “vase”; moves Emily into position, currently has a delay in place for the “Next Note” event which is not operational at the time; after sequence is finished, calls upon Game Over to fade out scene

-Game Over—fades out camera to end the experience

The fourth planned event is Next Note, and will be used to iterate through the note sequence as the player uses the piano. Logic still to be implemented fully.

Keyboard:

 

Flower “Vase” blueprint

The flower vase blueprint is used for the player’s interaction with Emily. Its primary use is to switch from the “free” mode into the piano playing sequence. Placing the bouquet of flowers will trigger a call to the piano’s event “Begin Song.” No other objects will trigger the call.




Ring Level Transition

As in the movie, the player transitions from the forest area to the bar area through interacting with Emily’s ring. The ring has a basic collision box that detects the motion controller overlap to trigger the level loading.



Emily Skeleton

Basic joint placement so that Emily could be roughly skinned/posed for the scene. Right and left sides are a little uneven due to character’s partially-rotted design






Interactable Glasses

Replicated the interactable blueprint and applied it to the glasses in the scene so that the player can move and throw them.


Forest Ambient Music

Created a basic blueprint to spawn music in the forest level when the player first begins the experience.


Piano Stick

Made a rough work-around for the motion controller issue by creating a piano stick. This also allows for a more precise way of pressing the keys.



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