Door Progress #1
Door Progress
The Door Problem
For this assignment, I want to create a door that you would find in a space station airlock. I need to do a bit more research on how this is done before I can start creating the blueprint for this.
"Can the player open every door in the game?"
"Or are some doors for decoration?"
"How does the player know the difference?"
These questions are important for letting the player know which doors are openable and which aren't. Obviously, we don't want to come right out and state which doors are openable and which aren't. We can let the players know by adding small details to doors that are openable. Maybe if the door is openable there is a green light on doors that can be opened. Or maybe there is a lamp next to the door. We just need something to get the player's attention; it doesn't have to be very dramatic.
Gameplay Programmer: “This door asset now opens and closes based on proximity to the player. It can also be locked and unlocked through script.”
Level Designer: “I put the door in my level and locked it. After an event, I unlocked it.”
QA Tester: “I walked to the door. I ran to the door. I jumped at the door. I stood in the doorway until it closed. I saved and reloaded and walked to the door. I died and reloaded then walked to the door. I threw grenades at the door.”
All of these comments are very important to all doors in video games. For the airlock door, The programming will have to make the door push back suddenly, and then slowly move to the left or the right. The level design will have to decide whether or not you can go back through that door once it has closed. The QA Tester will try everything he can to break the door so that we can find bugs and fix them as soon as possible.
The Blueprinting
The problem I ran into was the infinite loop that crashed the game when we tried walking into the collision box. First, I wanted to make the collision box not collide with the door itself so I made the box only collide with pawns. This also fixed projectiles from bouncing off of the invisible box.
The next step I wanted to take was to figure out how to get the relative location of the door in the blueprints. Turns out you can use Get Relative Transform and break it to get just the location. I used that to move the door back to its original position.
For the future, I want the door to slide back a bit, then slowly move to the left. All while emitting a hissing sound of the air squeezing into the airlock.
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