Custom Assets (User interface & HUD)
Custom Assets
With the project there was more custom assets that were made outside just to give the game that polish. The main ones that haven't been shown off is how some of the assets for this game was made, mainly the HUD and the Menu's for the game. Some are simple but others are complicated than it seems.
Main Menu
The main menu will be the first thing the player see's and it has to be simple but also at the same time give off a big impression since again this will be the first thing the player will see in the game. To make the menu I used an image that had been made in the program "Paint.Net", it is a piece of software that is free and similar to "Photoshop" and with it I just used a simple black box with some text that shows the title of the game and the creator of the game. There is one detail that some players might notice and that is the person in the menu and that is actually a character from another game, in this case it's "Joker" from "Persona 5" I got this asset from a website called "The Spriters Resource"
The main menu also has some code attached to the game so it is the first thing you see along with buttons that will work when pressed. It will create a widget on game start-up and send it to the game viewport, then it will require the player to select an option to start the game or quit the game. When the start button is pressed the game will remove the Menu from viewport along with giving the player control back to them allowing the game to be played.
HUD
The HUD has been talked about in a previous blog post with the code so this section will be simple, To get more info about the HUD I recommend reading over how it was made on a previous post on this blog. The HUD is again inspired by the game "Persona 5" with it actually using some sprites from the game that have been cut from a sheet and stuck together by me to make the custom ammo counter. This was again done in Paint.Net.
Game Over
The game over screen is seen when the loss condition has been met in game, This will give the player the option of only restarting the game, The menu here was all just made with simple shapes and text in the same program as the other Assets. There is more code attached here that is when the player has died, create this widget and send it to the game viewport.
Completion Screen
This screen is as simple as it can get and the code here has also been talked about in the most recent development update on the blog so I won't go into much detail here about it but the code attached here just gets the player ammo count to allow the player to see how many bullets they have left once they have finished the game. This was made just by using the same program and just simple text here. In engine a button has been added to restart the game that will take you back to the main
Comparison to Unity
Just as a quick comparison to unity placing the assets is around the same but the ways to make the different scenes appear is much different and a lot more difficult in my opinion since there is multiple ways in unity to make this happen with the easiest being making separate scenes and relying on the scene manager to switch over to a scene once a condition has been met. With UE4 it's much easier to keep everything kept together in one scene because of the widgets and sending to viewports is much easier to understand because of the blueprints.
With the project there was more custom assets that were made outside just to give the game that polish. The main ones that haven't been shown off is how some of the assets for this game was made, mainly the HUD and the Menu's for the game. Some are simple but others are complicated than it seems.
Main Menu
Image of the Title Screen in editor view
The main menu will be the first thing the player see's and it has to be simple but also at the same time give off a big impression since again this will be the first thing the player will see in the game. To make the menu I used an image that had been made in the program "Paint.Net", it is a piece of software that is free and similar to "Photoshop" and with it I just used a simple black box with some text that shows the title of the game and the creator of the game. There is one detail that some players might notice and that is the person in the menu and that is actually a character from another game, in this case it's "Joker" from "Persona 5" I got this asset from a website called "The Spriters Resource"
Image of the code that will give player control back once the button has been pressed
Image of how the menu is displayed to the viewport on game start up
The main menu also has some code attached to the game so it is the first thing you see along with buttons that will work when pressed. It will create a widget on game start-up and send it to the game viewport, then it will require the player to select an option to start the game or quit the game. When the start button is pressed the game will remove the Menu from viewport along with giving the player control back to them allowing the game to be played.
HUD
Image of the HUD that is the Ammo Counter
The HUD has been talked about in a previous blog post with the code so this section will be simple, To get more info about the HUD I recommend reading over how it was made on a previous post on this blog. The HUD is again inspired by the game "Persona 5" with it actually using some sprites from the game that have been cut from a sheet and stuck together by me to make the custom ammo counter. This was again done in Paint.Net.
Game Over
Image of the Game Over Screen
The game over screen is seen when the loss condition has been met in game, This will give the player the option of only restarting the game, The menu here was all just made with simple shapes and text in the same program as the other Assets. There is more code attached here that is when the player has died, create this widget and send it to the game viewport.
Completion Screen
Image of the Completion Screen in editor view
This screen is as simple as it can get and the code here has also been talked about in the most recent development update on the blog so I won't go into much detail here about it but the code attached here just gets the player ammo count to allow the player to see how many bullets they have left once they have finished the game. This was made just by using the same program and just simple text here. In engine a button has been added to restart the game that will take you back to the main
Comparison to Unity
Just as a quick comparison to unity placing the assets is around the same but the ways to make the different scenes appear is much different and a lot more difficult in my opinion since there is multiple ways in unity to make this happen with the easiest being making separate scenes and relying on the scene manager to switch over to a scene once a condition has been met. With UE4 it's much easier to keep everything kept together in one scene because of the widgets and sending to viewports is much easier to understand because of the blueprints.
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