#Uniformly Dispersing Points on a Sphere

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midnight lotus
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Needed to do this for a game I'm working on. Since I couldn't find any unreal tutorials talking about this, I made one.

https://youtu.be/FcUlpSWuFbs

In this video, learn how to evenly disperse points on a sphere in unreal engine. I came across this when creating my mobile game, Globetrotter.

Stack Overflow post: https://stackoverflow.com/questions/9600801/evenly-distributing-n-points-on-a-sphere

Ultra Stylized Grass: https://www.unrealengine.com/marketplace/en-US/product/ultra-stylized-gra...

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cinder olive
cinder olive
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I couldnt find the thread where you were asking for ideas.
I had an idea: It would be interesting if the player automatically walks and can only be turned manually. Over time the character speeds up to increase difficulty.
Maybe add obstacles to jump over/ crouch under. introduced at several difficulty levels.
Just some ideas... Keep up the good work!

midnight lotus
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The player does automatically keep moving forward, and you drag left or right to turn manually

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havent thought about speeding up the player, as the obstacles increase their spawnrate, and it already gets more difficult to dodge without a speed increase

cinder olive
# midnight lotus The player does automatically keep moving forward, and you drag left or right to...

Nice! Maybe just a slight speed boost, i could imagine that little steps that you have to jump over would definetly increase the funrate. one step further, have little parcours elements (maybe after some time) of 2-3 steps that in the end let the player collect some "+" powerup (if he managed the jumps), that just adds 1 to score. Maybe let a score run as long as the player walks, it increases evenly, the more speed, the faster the number increases.
the turn rate has to be restricted right?Due to a player could try to go full circle all the way.
This grassy sphere fits the game real good, fresh and bright theme. Id love to give this a shot

midnight lotus
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Yes, the turn rate has been restricted. I'm not sure how I feel about jumping or sliding. Right now the player can just turn. Factors I use to change difficulty are the speed of player, the pillar spawnrate decrease exponent (it has an exponential decrease), and the time you have to survive.

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because its on a globe, it cant really be an infinite runner, as obstacles will eventually fill the globe, so the goal is survive as long as possible. Surviving for a certain amount of time grants you a point, and you need a certain amount of points to move onto the next stage

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heres a video of the earliest prototype (though much has changed since, the concept is still the same)