For the next major aspect of my game I wanted to create a interaction system for the player to go up to a character and see what they had to say. This was for world and story building so that when I have my story complete I have a way to deliver some of it. I followed this tutorial from a blog on Medium called True Outlaw: https://trueoutlaw.medium.com/how-to-create-a-simple-dialogue-and-interaction-system-in-unreal-engine-bb4a85fdca8c. It was a lot more complex than I thought it would be and took some time to implement. I now have a system that when a player approaches a interactable character a popup letter E appears above them and when the player presses E they will say their designated dialogue I also create a information variant for items that the player will find and learn more about their surroundings.
Next I looked at creating a portal, for now the portal is a 2D sprite but I hope with enough time I can do a 3D model of it. I also used the interaction system I had made earlier to make it so the portal menu, which needs improvements, can be accessed by pressing E close to it. As I want player accessing levels in order I have put Boolean’s on the portal to stop access to the next level if you hadn’t got the key from the prior level. I created a little key animation and created a game instance that would allow the Booleans to persist across levels.
I next looked at adding sound effect for my boss’ attacks and player’s footsteps, I looked up 8-bit sound effects on Pixabay and found a selection of sounds like footsteps, fireballs and explosions. I then added the sound effects to the boss to player in sequence with the attack at the point of the attack and for the player I added Notify Events to the animation so a footstep sound would be played when the character stepped.
I looked towards the mechanic for my last level before the boss. The plan I had was simple, thick fog that when the player goes in they get warped back to the start of the level. This will create a maze within a maze as the player will have only one way through the dungeon level. This was easy to implement, two collision spheres, first sphere obscures the player vision and a second slightly smaller sphere which when entered it translates the player back to the start.





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