Created another map BP_Prototype2 along with other asset duplicates to hold my version of the prototype that I made earlier and couldn't commit cause of a merge conflict. Here's what I changed/addded to that version of the prototype:
Bubbles will now disappear on pop and reappear after a set time controlled by a var in BP_Bubble. Min and max delay between bubble pop and next bubble getting highlighted can now be controlled using vars in BP_BubbleGrid. There are now materials for bubbles in Content/Materials (default and highlighted). They are a bit transparent and glow slightly (although in the dark you can't see the transparency). The scene is now darker and more simple to see bubbles better.
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@ -132,7 +132,7 @@ DefaultGraphicsPerformance=Scalable
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AppliedDefaultGraphicsPerformance=Scalable
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/VRTemplate/Maps/VRTemplateMap.VRTemplateMap
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EditorStartupMap=/Game/Maps/Prototype_BubbleGrid2.Prototype_BubbleGrid2
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LocalMapOptions=
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TransitionMap=None
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bUseSplitscreen=False
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@ -141,7 +141,7 @@ ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/VRTemplate/Maps/VRTemplateMap.VRTemplateMap
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GameDefaultMap=/Game/Maps/Prototype_BubbleGrid2.Prototype_BubbleGrid2
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Game/VRTemplate/Blueprints/VRGameMode.VRGameMode_C
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GlobalDefaultServerGameMode=None
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Content/Blueprints/BP_Bubble.uasset (Stored with Git LFS)
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Content/Blueprints/BP_Bubble.uasset (Stored with Git LFS)
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Content/Blueprints/BP_BubbleGrid.uasset (Stored with Git LFS)
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Content/Blueprints/BP_BubbleGrid.uasset (Stored with Git LFS)
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Content/Blueprints/BP_BubbleGrid2.uasset (Stored with Git LFS)
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Content/Blueprints/BP_BubbleGrid2.uasset (Stored with Git LFS)
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Content/Maps/Prototype_BubbleGrid.umap (Stored with Git LFS)
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Content/Maps/Prototype_BubbleGrid.umap (Stored with Git LFS)
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