March 10th Enemies


In this build I created three new blueprints. The first blueprint that was created was the enemy blueprint. In this blueprint I created a model for how a simple enemy looked. The enemy was coded so that it would destroy itself shortly after the player enters its space. It then sends its position in the world to the spawn manager so that it could spawn a key if the enemy was the last one on the level. I then created the enemy spawner blueprint. This blueprint is responsible for spawning an enemy.  I finally created the spawn manager blueprint. This blueprint controls everything that involves the enemies. When the game is started it prints a message stating that the spawn manager is active and how many spawners there are in the level. This blueprint checks to see how many enemies are still alive in the level. If all the enemies have been destroyed the spawn manager spawns a key at the location of the last enemy. I also added the ability to have the enemies continuously respawn after all of the enemies had been destroyed on the level. This works by looping over the number of spawners with the manager telling the spawners to spawn one more enemy at each spawner. It also prints a message stating which spawner spawned a new enemy.

I then created the Enemies level. This level starts with the player tucked in a corner out of sight from the enemies. The player then needs to follow the path around and find all the enemies and destroy them by walking over them. Then after the last enemy is destroyed a key will spawn in the place of the last enemy that was destroyed. The player can then walk over the key to pick it up and use it to unlock the wooden door by walking into the door after they have picked up the key. The player then reaches the end of the level.

Files

Enemies_WIN.zip 500 MB
1 day ago

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