Isak Åslund

  • # Solo Developer

BouncePad.cpp

I wanted to add gameplay that feels snappy and fast. One of my favourite game design principles from the DOOM remakes, is that they wanted it to feel like chess combined with fast cars.
In my case I wanted the gameplay to fell like being stuck in a pinball machine and adding bumpers seemed like a good way to get that feeling quickly.

I created a new Object Channel for the Player, and a new Preset called PlayerTrigger under:
Project Settings > Engine > Collision

For the BouncePad collision settings I set it to be PlayerTrigger, to only query overlaps with the Player channel. This way I make sure that it does not look for unnecessary collisions.

I chose to Cast from AActor to ACharacter instead of implementing an interface. Because for the first brief only players should be affected by the bumpers.