Death and Checkpoints


Introduction to todays Dev Log

Dev Log 5/7/2025

Welcome to todays dev log! Today we're gonna be showing off some new stuff I added for this week onto this project!
I added a new Parkour section, while also introducing a proper Checkpoint. I made a checkpoint before, but never got the respawn working till now, (especially since there wasn't a possible way to get hurt in the game.) I also added a new Material Instance to the third person character you play as just add some spice! Now Let's go through the list shall we?

Checkpoints and Respawns

Awhile back, I created a simple checkpoint section where if walked upon it would make a 2D sound informing you that your last known World Transform has been saved, but sadly even with a tested kill button it wouldn't work correctly so I held off on it till this week! 

BP_Checkpoint Model

I changed some stuff with the blueprint while working along side the coding class I was in and was able to properly it up. Below shows the Checkpoint along side the necessary codes (blueprints) to store the information needed for not just the BP_Checkpoint, but the BP_ThirdPersonCharacter as well!

BP_Checkpoint Event Graph

This image is that of the Event graph from the blueprint model BP_Checkpoint. this helps begin the process of the checkpoint
BP_ThirdPersonCharacter
this is the Blueprints for the BP_ThirdPersonCharacter. This helps store and list the information for the checkpoint
BP_ThirdPersonCharacter Loading Checkpoint
This the Blueprint for Loading Checkpoint. The process shows that of letting the player know through a print screen that activation is working and works its way down by disabling the inputs, while also fading the screen. On the fade out, I gave a widget to show a death screen to let the player know they died, from there we give a delay while also removing the screen to load back the player
Death Screen
this is a widget that pops up letting the player know they died

Killzone pits

I also created a kill zone that when walked upon the character dies (which helps playout the proper testing for loading the checkpoints)
BP_Killzone blueprint

This teleports the player when they hit the kill zone (Teleporting the player to the marked checkpoint) It also plays a death sound (funnily enough the Death sound is a familiar sound effect from the hit Series Metal Gear Solid, to that of Snake Screaming)
BP_Killzone Model
Instead of a trigger box, we made the block itself become the trigger so when touch, they die.
BP_Killzone example in level
BP_Killzone example but I gave it a Material instance to give a lava look that emits a glow

Material Instance Changes to Model

The previous class was told about changing the model so I decided to change the color of the BP_ThirdPersonCharacter to be red. Just felt it'd be cool

BP_ThirdPersonCharacter Model

Change in color of the BP_ThirdPersonCharacter

The End of the Dev Log

It's been a long 16 weeks but I learned a lot during this coding session! I'm not sure if I'll be coming back to this project for awhile, but I do know I'll be working on other things as time comes. Please look forward to seeing new post, game concepts, and ideas from me! Thanks for coming along for this ride, and I'll see you next time

Files

Coding1_WIN (V1.3.5).zip 673 MB
2 days ago

Get Coding-1 | Doors and Keys

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