Navigating the Game Map: A Minimap Odyssey
Author: Daniel Ben Zvi
Date: 11/10/2023 EST
Part 1: The Challenge
This week, my focus shifted to one of the critical elements in our game - the minimap. While the process seemed straightforward, ensuring its seamless integration and functionality posed its own set of challenges. I delved into various tutorials and references to grasp the intricacies of minimap implementation in Unreal Engine.
Part 2: Overcoming Hurdles
Despite not encountering major issues, achieving the desired results required meticulous attention to detail. Calculating distance ratios, implementing clamping, and managing rotations were key aspects that demanded precision. Additionally, integrating scene components instead of actor components played a pivotal role. This decision allowed for automatic relative location calculations and enhanced the overall efficiency of the minimap. (additional images can be found above)
Part 3: Work in Progress
As of now, the minimap is still in progress. Entities within the game must integrate the new component for optimal performance. However, I'm contemplating a potential shift from a partial round minimap to a complete square design. This adjustment aims to enhance the player's experience and provide a clearer representation of the game environment on the minimap.
Part 4: Exploring Possibilities
Looking ahead, there are several avenues to explore in expanding the minimap's functionality. Incorporating features like enemy facing direction indicators, distance indicators, zoom capabilities, and more are on the horizon. Each of these enhancements demands thorough research and implementation, ensuring a comprehensive and player-friendly minimap system.
Conclusion:
The journey into minimap implementation has been both enlightening and challenging. As we strive for a seamless player experience, every detail matters. The ongoing work and future possibilities for the minimap underscore the iterative nature of game development, where continuous improvement is key.
Get Cyber Siege
Cyber Siege
Third-to-First person Castle Defense game
Status | In development |
Author | TheCodeCollective |
Tags | 3D, First-Person, Futuristic, Robots, Singleplayer, Third-Person Shooter, Tower Defense, Unreal Engine |
More posts
- Visual Impact: Enhancing Player FeedbackFeb 03, 2024
- Revamping Reticles: Adding Specific DynamicsFeb 02, 2024
- Spider Enemy Dying in the AirFeb 01, 2024
- Small Changes: Beginning vs End of developmentJan 27, 2024
- Airstrike TimerJan 25, 2024
- Overcoming Code Mazes: Transitioning to Radial Progress Bars in Unreal EngineJan 20, 2024
- Airstrike Power-UpJan 18, 2024
- Resuming the Journey: Maintenance & PlanningJan 13, 2024
- Drone Enemy Particle Effect BugJan 11, 2024
Leave a comment
Log in with itch.io to leave a comment.