Grayboxing Levels in Unreal

February 5, 2019

Grayboxing in Unreal Engine

Basics of BSP

Wiki Unreal Engine – Basic Level Design BSP

I’ve started to learn the basics of the Unreal Engine (UE4), primarily with respect to it’s BSP (Binary Space Partitioning) and grayboxing levels. It’s the engine of choice for our Architectural Approaches to Level Design class specifically for this purpose.

Brushes

Unreal provides a base of shapes to work with that are perfect for setting up the overall shape and scale of a level or world in 3D. There are boxes, cones, stairs (linear, curved, and spiral), cylinders, and spheres. These shapes however also have various parameters associated with them that really help you mold out your world. The objects can have their sizes changed without strange scaling effects that need to be accounted for. The stairs have parameters for stair size and shape.

One particularly useful feature is that these shape brushes can be either additive or subtractive. Additive does what you would expect, creates the shape in the world. Subtractive however removes the colliding volume from any existing additive shape it intersects with. This can quickly and easily create some interesting shapes, or help build out rooms and doorways. Speaking of rooms, another helpful feature for this is that you can make some of these shape brushes hollow. This leaves a thin shell of the shape with a completely empty volume.

Geometry Mode

Finally, if you really want to stretch the creativity of your shapes, you can further edit them in Geometry Mode. This tool reminds me of Maya; it lets you do things like extrude faces or move around/remove vertices. This mode lets you craft the shapes almost anyway imaginable and is very easy to use.

Tower Defense Tutorial – Brackeys – Ep. 11

February 4, 2019

Tower Defense Tutorial

Episode 11 – Currency

Youtube – How to make a Tower Defense Game (E11 CURRENCY) – Unity Tutorial

By: Brackeys
Ep. 11

This episode gets into setting up the currency system for the game. We started by creating the TurretBluePrint script. This was set as System.Serializable, which lets us see the fields of the script in the editor. We also removed the MonoBehaviour reference (very important, I initially missed this and it was not showing up in the editor properly). We then went back through previous scripts (such as BuildManager and Node) and applied this new TurretBluePrint class where it made sense.

We finally moved the method that actually builds the turrets from the Node script into the BuildManager script. This started by creating a bool property CanBuild in the BuildManager. As a property, we only allow it to “get” something (it only has the get part of get/set). So it was:
Public bool CanBuild {get {return turretToBuild != null}}
Similar to writing a small function that checks if turretToBuild is equal to null or not.

We created a small helper method in the Node script simply titled GetBuildPosition. This returned a vector3 that summed the node’s transform.position and the determined positionOffset. This vector3 could then directly be referenced as the precise location to instantiate a turret relative to the node selected. Also wanted to make the GameObject turret variable in node public, so we added a Header “Optional” to make it very clear in the editor it was ok if this was not filled with something.

This is how everything works now:

  • Start by clicking on shop icon
  • Performs Shop method tied to button: calls SelectTurretToBuild method from BuildManager and sends it TurretBluePrint (class holding a turret prefab and a cost int) pertaining to the specific turret selected
  • In BuildManager, this method just sets the turretToBuild TurretBluePrint variable to the passed in TurretBluePrint
  • Then when player clicks on a node (OnMouseDown), it performs a few checks that just return first: is it over a UI element, if BuildManager’s CanBuild is false, or if turret does not equal null
  • If it passes all these checks, it calls the BuildTurretOn method from the BuildManager and passes in itself as the Node input for the method
  • BuildTurretOn instantiates the GameObject portion of the turretToBuild TurretBluePrint class (turretToBuild.prefab) at the proper position (from the node helper method GetBuildPosition)
  • Finally, BuildTurretOn also sets that node.turret variable to the instantiated turret gameObject (that node’s turret variable will no longer be null, so it will not pass the first OnMouseDown check)

Now we start on dealing with actual currency. We created a script PlayerStats to add to the GameManager to hold onto any player related stats. The most direct one being Money, which was created as a public static int so we could access it from anywhere easily. It will also carry over from one scene to the next. We then edited the BuildTurretOn method in the BuildManager so it would properly deal with currency. It first checks if the player has enough money before placing a turret (if they do not, then it does not do anything else). If that passes, it creates the turret and subtracts the cost from the player’s current money.

SUMMARY

  • *** Very Helpful! By removing the MonoBehaviour reference and adding the System.Serializable to a class, we can use it as a type of container to simply store multiple variables (different types and values) with multiple shown in the editor. For example, our TurretBluePrint class held a public GameObject and public int, so anytime we referenced a public TurretBluePrint in a script, it created a slot for a GameObject and an int in the editor tied to this one variable
  • Use Boolean properties (just “get” variables) as a safe and effective way to check state of other variables
  • Use small helper functions for cases of small arithmetic functions that will probably be needed a lot, especially if they can be well defined so the reason for the math is clear
  • Be careful with public static variables as they persist over scenes

Tower Defense Tutorial – Brackeys – Ep. 10

February 3, 2019

Tower Defense Tutorial

Episode 10 – Missile

Youtube – How to make a Tower Defense Game (E10 MISSILES) – Unity Tutorial

By: Brackeys
Ep. 10

This tutorial focused on the missile prefabs for the missile launcher object. There was a heavy focus on effects and visuals, but there were still some additional gameplay elements added to the Bullet scripts of the missiles specifically.

For the interesting gameplay of the missiles, a Physics.OverlapSphere was added so they could find other nearby gameObjects within a determined explosionRadius and damage those objects as well. This OverlapSphere puts all the colliders it finds into an array, which is then dealt with by a foreach loop.

We created a new particle effect for the missile. I still don’t quite understand the new nested prefab QoL changes in Unity, but I did create a nested prefab for this effect. The main effect was the debris falling apart, similar to the bullet. The child effect were flames, which were orange cubes that floated up. Finally we also added a point light that very quickly fades out. The fade out was done with the Animation window by recording and simply starting with the desired initial intensity, then reducing the intensity to 0 at a later time stamp.

SUMMARY

  • If you have a visual model that isn’t on the axes you want for any reason, just call it “Graphics” or “GFX”, and put it as a child to what you will consider the true gameObject to interact with and align that properly by rotating the new GFX/Graphics element
  • Look into particle effects, there are a lot of options
  • Look into nested prefabs in Unity 2018.3+
  • Physics.Overlap sphere is useful to find collidable gameObjects around a location

Learning Reaper – First MIDI Song

February 2, 2019

Learning Reaper

First MIDI Song

Reaper – First MIDI Song Tutorial

This was my first experience using Reaper software, learning to create MIDI audio files. There were some bumps getting started but it worked pretty well after I got going.

The first issue was since I use a Windows laptop it was recommended I get the ASIO audio drivers for working in a digital audio workstation (DAW). I did get those installed ahead of time and it was easy to set them as my audio drivers for Reaper, but it caused some issues since I didn’t fully understand it (and still don’t completely).

Using the ASIO drivers in Reaper made it impossible for me to watch the tutorial videos, as those videos had issues when they went to use the audio driver then. From my understanding, the ASIO drivers specifically make it so one specific program has full control of the audio drivers to help it accomplish its goals, a major one of which is reducing latency. The big latency occurs between playing a virtual instrument and the audio output of it through the software. I eventually just had to use some other audio drivers to mess around with Reaper and listen to tutorials on the same device (and found out quickly how annoying even a small latency is when trying to keep a rhythm).

The Reaper interface also took me a while to get a hang of. Unfortunately my setup and docking did not end up working exactly like the tutorial, which I figured was some issue from just version differences, so that actually took a lot more time to get into a manageable spot than estimated. I was never able to get the Mixer docked “above” the MIDI keyboard section, but I was finally able to get the Mixer to show one mixer track at a time after hours of messing around (turned out I just needed to change a “right click in empty space” setting pertaining to holding the width of the mixers.

After getting through all the initial setup pains, everything actually went really well. Importing the different instrument tracks and messing with the settings and playing them is intuitive and well labeled. I really like how structured you can touch up the tracks after playing. That was especially helpful since I had the latency (messing up the rhythm), and I was using a computer keyboard to play (which makes playing the correct notes pretty difficult). Both of these things and WAY more can be edited after playing to make perfect whole, quarter, eight, whatever notes and play them at the exact right beats.

SUMMARY

  • ASIO drivers are weird and demand focus from a single software (can use workarounds but hard to setup)
  • Try to keep your digital instruments together folder wise, but if you need different ones, makes sure to add other locations in settings
  • Mixer – Uncheck “Show multiple rows of tracks if size permits” if you want your tracks to “stack”
  • Reaper is pretty easy to just mess around with (lots of drag and drop and just playing)
  • Make sure to keep instrument files in same place, or add them to locations Reaper searches