The final and last

The course on the engine structure was quick and very general. It helped remind me of the foundation and flow of Unreal while teaching me a few new things I didn’t know, such as how the engine is separate from the editor and the project as well. I didn’t take down too many notes, and I was itching to jump back into development.

I have slowed down a bit because I’ve been busy with other things, and I am hesitant to start the final stage since it will be the beginning of the end. Before all that I, went through every current stage and tested the death return mechanic. So far, no issues have popped up, and it looks fine. The colors are nice, and I hope I made a game that other people will at least find pretty.

I created the level for the sixth stage and named it appropriately. I am going to work using the boss as the center point of the stage. I added the necessary structures and objects for the save files, and I jumped into the level to prototype a certain mechanic that I think will be fun for the fight. After some testing, I found the settings that worked without having to change any blueprints. I have had a rough idea for the boss for quite a while now. The hard part is bringing her to life. For my DND campaign I had a page saved that has a lot of artwork of female characters. I’m using them as inspiration and started to model the final boss. I will take as much time as I need on this one. This character will have lots of detail without going too far from my minimalist (lazy?) approach. I am liking how the appearance is looking at the moment. This is the going to be tough.

The colors of the parts aren’t final. I wanted them to be clear and distinct to see whether or not I liked how it looked.

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