It’s a play on words. I didn’t actually write anything as rain. I watched two quick courses on animation philosophy and character philosophy from Unreal. I knew most of what they spoke of in the tutorial but it was very insightful as to why they did the things they did and why certain things were set up the way they are in the engine.
Again I spent some time fixing some issues, and still some that I can’t seem to nail down but I’ll continue to work on. I’ve been playing around with the values of the lights more because their values were way too high since the environment was previously really dark. I think I’ve gotten to a better place in terms of lighting, it’s still far from finalized but it’s more pleasing. I’ve also played around with the rain materials for the glass so I put them on some of the windows to give the illusion that it’s raining. Works well so far.
Not a huge chunk of updates today. I’m taking it slow as I want to make less mistakes, being very careful of what I add or implement. The more I learn the more I can forget so I need to be very meticulous of my actions so it doesn’t all get ahead of me. Top of the list is still more combat actions/mechanics and after that I want to address the saving or loading, so there’s a way to try again if the player dies. With the holidays coming up I’ll probably slow down even more. It’s good to take a break once and awhile. Catch a breath and collect oneself.








