differentcontrolsproject
differentcontrolsproject
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differentcontrolsproject · 13 days ago
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quick timed event B
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differentcontrolsproject · 13 days ago
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quick timed event gif X
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differentcontrolsproject · 13 days ago
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Began creating animation storyboard.
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I created this so I do not fully improvise the whole animation and so I can get better results and change my mind NOW then when I'm Half way through the animation.
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differentcontrolsproject · 13 days ago
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My initial idea for the game to be interactive.
For one of my previous projects I attempted to import my roblox rigs into unreal engine but it kept crashing. So I only had assets to represent. For this project I intend to use the viewport in unreal engine and post the recording of the cutscene on there and use widgets to overlay the cutscene with quick timed events. This allows me to have the game playable and still use the rigs as intended. According to the official creators of Unreal engine, I can use MP4 video formatting.
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differentcontrolsproject · 13 days ago
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Problem solving: Exporting gif
Exporting the gif normally did not work, it was only the last frame of the animation. The way for it to work is going on export and clicking on Save for Web (legacy). This automatically converted it into a gif for me and allowed me to play the gif from the file.
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differentcontrolsproject · 13 days ago
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Making the quick time event UI.
I animated a QTE using photoshop. I added a black ring around a button on a controller and made it shrink onto the button. It takes ONE second for the ring to reach the button. During the time in this moment the cutscene will be put in slow motion to truly but the player in the moment.
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The player is given a generous amount of time to react to the quick timed event. The process in making this UI was pretty simple, i simply needed to add a black circle and use free transform to shrink it with the timeline open. For me to keep it at the same size whilst shrinking i used the shortcut alt + left click on the corner of the box when scaling it.
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differentcontrolsproject · 13 days ago
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Update on how I will be doing my camera.
After some testing with the switching camera I found out that I can animate the cameras and apply the switching system without it breaking, so I will be using this tutorial as a way to make my cinematic fight scene.
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differentcontrolsproject · 13 days ago
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Learning how to make a cutscene with change of cameras.
For my project I want a cutscene where It switches between first person and third person. Just so there's variety of what happens. I am still deciding whether I want it to go third person when you lose and see your character lose the fight in a off body experience, or if I should make it go first person when your character loses. But first I need to learn how to switch between cameras throughout the animation.
To do this I am watching this tutorial:
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In this tutorial the person used markers and binding the cameras into the markers. It was a really simple concept I just needed to learn how to apply these markers, shortcut to add markers to the timeline is simply pressing M and then click the marker box and click bind camera to marker, for this to work you just need to have the correct camera selected. However I might stick to one camera and simply make the movement instantaneous so it still looks like it is switching cameras but in reality it is not. This is because in the tutorial he never animated the cameras to have movement whereas in my animation I'm going to need to have impact movement with the camera.
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differentcontrolsproject · 20 days ago
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Third game idea
My third idea is a thrilling new game that combines Subway Surfers with the fast-paced action of Sonic the Hedgehog. In this game, players would take on the role of a speedy character who glides along colourful, twisting rails instead of running on the ground. The objective would be to navigate through vibrant, dynamic environments filled with obstacles, power-ups, and collectibles. As players slide along the rails, they would need to dodge barriers, jump over gaps, and perform tricks to earn points and unlock new levels. The game could feature various characters, each with their own unique abilities and styles. For example, one character might be able to perform super-fast spins, while another could have the power to temporarily slow down time, allowing players to maneuverer through tricky sections more easily. Players could also customise their characters with different outfits and accessories, making the game even more engaging. The environments could range from futuristic cities to lush forests, each with its own set of challenges and surprises. To keep the gameplay fresh and exciting, there could be daily challenges and special events that encourage players to return regularly. These events might include limited-time races or special missions that reward players with exclusive items. With its combination of speed, skill, and creativity, this game would not only appeal to fans of Subway Surfers and Sonic but also attract new players looking for a fun and fast-paced adventure.
My accessibility options is to have 3 starter characters which each one makes the game either easier or harder. As mentioned a character who slows down time to help them figure out where to go, that would be a starter character for those who need that extra time to process what to do. The next character is one who can reverse back time into their previous rail so they can fix their mistake. The final one is a hardcore freestyler who has no perks of assistance. This character would speed up time and have unique animations where he spins for extra points, similar to a flow state.
In addition, the speed of the character will base the background music. Meaning it will increase its volume to add more engagement for the player and for them not to lose the speed they have achieved.
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differentcontrolsproject · 20 days ago
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Second game idea
My second idea for my project is a VR game that is like Simon says. 1. Imagine a virtual reality game that takes the classic game to a whole new level. In this game, players would wear VR headsets and enter a colourful, animated world where they meet a character named Simon. Simon would be a fun and quirky figure who gives players different movements to copy, like jumping, spinning, or waving their arms. The challenge is to follow Simon's actions exactly, and if you mess up, you might lose points or have to start over. This game would not only be entertaining but also a great way to improve coordination and reflexes. The game could have various levels, each with increasing difficulty. At the beginning, Simon might give simple commands, like clapping your hands or stomping your feet. As players progress, the movements could become more complex and require faster reactions. For example, Simon might combine several actions in a row, and players would have to remember and replicate them perfectly. To make it even more exciting, there could be a timer that counts down, adding pressure to perform the movements quickly and accurately. This would keep players on their toes and make the game more thrilling. Additionally, the game could include different environments and themes. One level might take place in a jungle where Simon is a playful monkey, while another could be set in outer space with Simon as a friendly alien. Each setting could have unique visuals and sounds that enhance the experience. Players could also earn rewards for completing levels, like unlocking new outfits for their character or special effects for their movements. This way, the game would not only be about copying Simon but also about having fun and exploring a vibrant virtual world.
For those without full body tracking would be able to disable leg movements and only focus on their arms. I would want to add a life system into this where they have time to recover for a round if they lose one. This allows people to gather their thoughts and stamina if the round has been going on for a while as the game will get faster ad harder as the game progresses. This game could potentially inspire people to become more active using this game which could help them in a physical way and improve their reaction time. As for how to make the game harder over time I might add small dances that eventually lead into fall dances.
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differentcontrolsproject · 20 days ago
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First game idea
I have an idea with cutscenes only, with quick timed events. Meaning if you fail a quick timed event at any point during the cutscene a different ending at that part will occur. I was planning to have a 20 second cutscene with an event every 0-5 seconds at random times within that time span. The controls will be varied by 3 buttons which will have different sound cues, therefore could trigger a reaction to the correct button to press. For more accessibility options I am planning to add a slow motion mode for when a quick timed event occurs and if you have to spam the same button over and over there is a mode where all you have to do is hold down the button.
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Mood board:
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differentcontrolsproject · 20 days ago
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Key mapping part 2
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I made the instance editable and for it to expose on spawn.
Dragged in the keymmap variable i just made
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I had to drag off key map to get the break playerkeymapping node.
I updated the function to the event graph and connected the key input to the current key.
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I then created a variable called usersetting with the variable type as enhanced user input setting and then enable instance editable and expose item on spawn
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Widget 1
I went back to the first widget I was creating and finally inserted the widget where it was empty.
Dragged in the scroll box variable I made and added the child node, then connected it to the new widget.
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I then had to make sure the key slot widget was refreshed therefore I did so simply by right clicking the node:
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I next connected the user setting and foundmap into new nodes on the widget
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Key mapping
Now that this has been set up I had to make the keys actually remappable and have a use for the UI.
Going to my input and going to the bottom i found the system i made called player mappable key settings
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I set this option from the drop down menu and opened the drop down to give the input a name and a display name. I repeated this process where appropriate meaning when it needs to be overwritten in the IMC.
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Then i named this as the same one previously but in the IMC instead and then i repeated this process for afew more keys.
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Showing the UI
the player should be able to show and hide the ui with a pause button
using the pause button widget i added a new button and named it key mapping.
in the details of the new button i navigated to the bottom and added a click event
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On the event graph i added the new widget to view port
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i then added a mouse and cursor focus then made it show and set the mouse cursor to interact with the widget whilst paused.
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Final widget
I went back to the key slot widget and selected the key selector element.
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I n the details at the bottom i found 2 events one is on selected and the other is on is selecting key changed. This creates events in my event graph.
With this i created a new variable boolean called IsSelectionChanged.
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From the event on key selected event i created a branch and added the variable we just made as the condition.
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I again grabbed the variable but this time i grabbed the "set" node instead.
from a different event add the same set
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I added the break input chord node and connected into the event.
Then from the break chord I promoted the key off the new node into a variable and used hat new variable to break the player key mapping.
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Using the UserSetting variable to grab a reference we connect it to map player key
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We again grabbed the reference to the new key variable and set the slot to first and then from the user settings node i added apply settings and save settings nodes.
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And then from the user settings node i added apply settings and save settings nodes
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differentcontrolsproject · 20 days ago
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Key Remapping
To start off I made the user settings editable by going to project settings and searching up enhanced input.
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Now that this is enabled I opened my character blueprint and located the enhanced input local player subsystem node and dragged off it to get its target and return value, then adding "Is Mapping Context Registered" then adding the only asset there is in the IMC.
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I created an IF statement by using "Branch" node off of the "mapping context", and connected both "mapping context" and "mapping context registered" together into the branch
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Dragging off false from the branch I added a "Register Input Mapping Context" Then connecting this note with get enhanced input user settings.
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Now to make the User interface so the player can actually change their key binds I had to create a widget blueprint.
I decided to go with a basic layout where the actual keys would be on the left side like so:
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This required a Canvas Panel, a Vertical box, and a text box to start with.
With the vertical box selected I added a scroll box and placed it under the vertical box. This automatically placed the scroll box where I wanted it and exactly the size of the vertical box.
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And to ensure that I could use this scroll box later I made it into a variable.
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With the basic UI completed, I began to work on the event graph itself, I started with dragging off the event construct and adding a node called "Clear Children" and then I used the variable I created referencing the scroll box connecting that into the target of "clear children".
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After this has been created I added another node called Enhanced input local player subsystem and dragged off hat to get Enhanced input user settings. With this done I promoted the return value of the input user settings into a variable so I have a reference.
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Then got the "set" off the variable and connected it all back to clear children.
I then changed the variable name into User Settings and added a node called Valid, this prevents errors messages.
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I dragged off from the same variable as shown above into a node called Get Current Key Profile and connect that with Get Player Mapping rows.
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I followed this with a new node called Values and connected this node all the way back to my variable then conjoined Values with For Each Loop node.
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From the Array Element node I added a "Break key mapping row" node and from this add a TO ARRAY node
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Then from the TO ARRAY node I wanted to break this information down further therefore I added a "for each loop with break" node
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After that I broke the array element with a "break player key mapping" node
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From the right end off slot I added a Equal (Enum) so we can add it so that it is the front row. Once I have found the first line from the Array Element I wanted to set a new Variable name this FoundMap.
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Then I simply connect the new variable right back to the for each loop break giving us a completed state
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Widget 2
To start making the new widget I required the following:
Horizontal box
Text Block
Input key Selector
Button (Reset)
Add a text block into the button
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Fill out the box of the text box
and fill the input box
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I then renamed the button to RESET
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I went to the graph event and added a function called Update
Opened up the function and dragged in Input key selector
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Made an input chord
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And then I connected it all together like so:
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Now that the function is done I moved onto the event graph itself.
I created a new variable named KeyMap,
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differentcontrolsproject · 20 days ago
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Creating a pause menu
I began with making a Widget blueprint and added a canvas, text, image, then angling it so it fits the square the way that I wanted it to.
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I made the pause menu be triggered by the key bind "P" by going to the BP_PlayerCharacter blueprint and inserting the node and ticking the box "Execute when Paused".
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I then had to use a new node called Flip Flop which alternates what's on and what's off.
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To make the pause menu actually show up I had to create the pause widget and set it the view port by making the return value of the "create pause widget" into a reference.
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Now to make it a real pause button I added a node from the viewport called Set Game Paused and ticked the pause button
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With the reference I created earlier I used another remove from parent node and connected them both together. Connected this node with "B" in FlipFlop then added another set game paused with the paused unticked.
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I encountered no issues in creating this project. However I only got lost when making references for the widget as I forgot how to Promote things into a variable. I figured it out by researching the solution.
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differentcontrolsproject · 21 days ago
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Grid movement
To create a Grid movement I went into the character blueprint and adjusted the movement system.
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I started off by disconnecting the default movement elements from the player so I could being making my custom movement.
I added a node called Enhanced Input Action IA_Move so I could rebuild the system.
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For me to get what I wanted from the node I needed to split the structure pin of "Action Value" and then use X and Y by use Compare floats.
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These floats will tell the system what direction the player is moving themselves in. For this to be useful I added 2 new variables. One being Character Direction which was a vector, and Character Rotation which was a rotator.
To use these variables I needed to go back to where the Floats were and add two sets of Character Direction variables and 2 sets of Character rotation variables.
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The direction nodes are what's going to set the stepping distance and the rotation nodes will determine the way the character faces and rotates when moving. I needed to set the values correctly like so:
For the X Compare node
> = X =0 Y=(step distance) Z=0 
< = X =0 Y= - (minus) (step distance) Z=0
> = ROT z= 90  < = ROT z= -90
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For the Y Compare node
> = X =(step distance) Y=0 Z=0
< = X= - (minus) (step distance) Y=0 Z=0
> = ROT z= 0  < = ROT z= -180
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After I finished setting up those variables I needed to add a new node called Set Actor Location And Rotation.
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Next step was for me to get the actor's location and set the Character direction variable into a Plus vector Node, this was to add our direction value to the current world location to allow the player to actually move in that direction.
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After that I connected the Plus node into the New location of the previous actor and set the new rotation to the variable I made earlier, then repeated this process for the other section.
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I then connected the two floats in the beginning together.
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In the end the blueprint looked like so:
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differentcontrolsproject · 21 days ago
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Takenoko
1. So, let’s dive into the benefits of using a grid in Takenoko. The grid system really helps to organize the game board, making it easier for players to visualize their strategies and plan their moves. It creates a structured environment where players can clearly see the available spaces for planting bamboo, placing the panda, or building irrigation. This layout not only enhances the overall gameplay experience but also adds a layer of strategy, as players must consider how their actions will affect the grid and their opponents.
2. Now, when it comes to how the grid is set up, it’s designed in a hexagonal pattern, which is pretty unique compared to traditional square grids. This hexagonal layout allows for more dynamic movement and interaction between the pieces. Each hexagon can hold different types of terrain, like bamboo or irrigation, and the way these hexagons connect influences how players can expand their territories. The layout encourages players to think creatively about how to optimize their space and resources, making each game feel fresh and engaging.
3. The shape of the grid plays a significant role in how the game unfolds. With the hexagonal design, players have multiple options for movement and placement, which can lead to a variety of strategies. For instance, the way the hexagons are arranged can create choke points or open areas that players can exploit. This means that the grid not only serves as a physical space for the game but also as a strategic element that can change the flow of play. Players need to adapt their tactics based on the grid's configuration, making every session of Takenoko a unique challenge.
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differentcontrolsproject · 21 days ago
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Monopoly
Monopoly is a classic board game that has entertained families and friends for generations. One of the key features of the game is the grid layout, which serves as the foundation for how players navigate the board. The advantage of this grid is that it provides a clear and organized structure for the game, making it easy for players to understand where they can move, what properties they can buy, and how they can interact with each other. The grid also helps to create a sense of progression as players move around the board, landing on different spaces and making strategic decisions.
The grid is typically laid out in a square shape, with spaces arranged in a loop. Each side of the square represents a different category of properties, such as streets, railroads, and utilities. The corners of the grid usually feature special spaces like "Go," "Jail," and "Free Parking." This layout not only makes the game visually appealing but also adds to the strategic depth, as players must consider their position on the grid and the potential moves of their opponents. The design encourages players to think ahead and plan their routes, which can lead to exciting moments of competition.
The shape of the grid significantly impacts gameplay by influencing how players interact with the board. For instance, the square layout means that players will frequently pass the same properties, creating opportunities for trading and negotiation. The proximity of certain spaces can lead to intense rivalries, especially when multiple players are vying for the same properties. Additionally, the grid's design allows for a variety of strategies, whether players choose to focus on acquiring monopolies, building houses and hotels, or managing their finances carefully. Overall, the grid not only organizes the game but also enriches the experience by fostering competition and strategic thinking among players.
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