Now we have some places in the level flow we know we want to skip to, let's look at one of the ways this kind of system would be set up. One way to simply implement this system would be to have a single Game Token that enables any and all debug triggers that we place in the level. This allows us to enable the debug functionality via any condition we choose. When this token is true, we'll enable ProximityTriggers at every debug location (which can be jumped to either by a spawnpoint or a tag). When the player enters one of these triggers, we know that the debug functionality has been enabled. As a result, we can then trigger the various skipping logics required by each location. As we've already set up all of our gameplay systems with modularity in mind, it should be straightforward for us to retro-fit this concept into our level flow without unnecessary headaches. Let's dive in to setting up these debug triggers and their sister Game Token!
CryEngine Game Development Blueprints
CryEngine Game Development Blueprints
Overview of this book
Table of Contents (22 chapters)
CRYENGINE Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Getting Started
Creating a Playable Character
Implementing Weapons and Ammo
Creating an Enemy AI
Creating User Interfaces
The Modeling Workflow for Game Characters and Tools
Highpoly Modeling
Lowpoly Modeling
Texturing and Materials
Building the Character Rig
Exporting the Character to CRYENGINE
Initial Level Blockout and Setup
The Flow Graph Workflow
Scripting Gameplay Content
Maintaining Our Work
Index
Customer Reviews