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"Lumo Journal: Week 35"

Posted: 23 January, 2024

Lumo Journal

23.01.2024

Implemented player death, and as a consequence, finished off the respawn system. Most of the latter was already in place – doorways had respawn points embedded in them, for example – but as the player was only spawned once, when the map loaded, the plumbing was missing.

The GameState now stores the last known respawn point during room entry, and the GameMode will warp the player back to it when they die. Death can be triggered a couple of ways:

  1. Via physics material – so when you overlap an area with a specific physics material on it
  2. A direct call into the GameMode – so when something thinks it’s close enough to kill you

I’ve reduced the respawn duration to 0.2 seconds, which might cause a couple of problems. The follow cam will probably smear the motion blur as it jumps to the new location, but we’ll see.

Changed the player’s materials so they can dissolve, similar to the Jump Box, and created a couple of Niagara Emitters to sample the skeletal mesh and burst out a bit of noise. The whole thing’s over in a blink of an eye. Short. Snappy. Far less ceremony than the first game, so hopefully, Andy Kelly will approve (he hated the respawn in the first game, and on reflection, he was probably right).

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