Devlog #1 - Painting Prototype: The Beginning
Over the Summer we have worked upon the Summer Deliverable for Polterheist, the vertical slice we are making for Senior Project. I was in charge of developing the Painting Prototype during this time.
Plans
The point of the paintings are to give a form a security camera system for the players. That way they can view potentially important areas throughout the map. Throughout the summer, we had discussed ideas on what this means, and tested them withing the prototype environment.
Possessing the Painting
First things first, we need to be able to use the system. The concept will be that the player will possess the painting, and after that will be able to “see” through the other paintings available.
I created a blueprint in Unreal and made a simple frame and included a portrait that I could change the texture on at any time. With the default look being a painting of the level-designer’s choosing. Once the player has possessed the painting though, there is a camera lerp to a designated point in local-space, and the portrait unveils a render target texture for the appropriate camera, that every painting has attached to it. While this is happening, there is a plane with the portrait texture that is only visible to those currently not in the painting, so other players can’t be cheap and use the painting other players are using.










