Dragon Cafe
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Dragon Cafe was a nine-month, team-based project. The first five months was set aside for planning with the later for months set aside for actual work on the project. Shown below are my contributions, except where otherwise notated.
Pictured is the original paper design for the town layout, as well as screenshots of the finished level within the game.
Here is the gamemode blueprint, used to keep track of several variables, initially meant to be held through several play sessions.
Next is the player character. This blueprint mainly holds custom events that gets called upon by various other blueprints when the interaction key is pressed while within range of something that can be interacted with. The right-side code of interacting with non-player characters was done by a teammate, and will not be shown closeup. Not pictured - Player Character blueprint has an actor component for the cafe items to be sold.
There are five main types of interaction items, including:
Two blueprints control the customers that spawn in the cafe and order an item to be made. BP_CustomerManager and BP_Customer_Parent. There are three child blueprints of BP_Customer_Parent that only change the mesh of the customer. As they are not different in other ways, only the parent will be show.
As one of two scripters on the project, I worked on several UI elements. Below are my contributions dealing with the cafe management.
Not shown below:
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