Did a few more finishing touches to the shifting stage and the bosses. Added a gem into the boss’ head so as to hint to something. And added a new voice line I recorded for one of the special animations that the boss has. Jumped over to the animation video I had saved. Thankfully itContinueContinue reading “Back to anims”
Author Archives: goldengratus
Camera Technicalities
With the presence of two enemies in a single fight I had to create the ability to switch targets while locked-on, instead of having to turn it off and on to switch. I watched a video with a lot of math I didn’t understand. I simply followed his instructions and tested it out and itContinueContinue reading “Camera Technicalities”
Boss attacks
Added a nice ambience to the level because it was far too quiet. I changed the fog color to white because it is more natural and it is more pleasing to the eyes. Fighting the bosses made me realize how hard it was to distinguish them within the level because they were covered in theContinueContinue reading “Boss attacks”
Crawling
Finished up the new model of the second boss last week. Had to start from scratch again in blender because I couldn’t figure out why the last model wasn’t importing to the engine properly. Quickly before I started plugging in everything for the new boss I made the quick montage for the time shadow ofContinueContinue reading “Crawling”
Voices
With this boss basically done I went ahead and tried out adding new voice lines. I’m pretty sure they’re not great but I’ll work with what I’ve got. I learned how to use the noise reduction on Audacity so the sounds are pretty clean. And it was fun recording the lines. I will still thinkContinueContinue reading “Voices”
Watering the flowers
Was able to fix the issue with the troublesome movement of the AI by adding a second nav mesh that will be on the floor of the room when it is flipped. I don’t know if there is a better solution but so far this works within my means. I then added more animations toContinueContinue reading “Watering the flowers”
Big sword
Made a whole new model in blender using the base models I have for all my characters in my game. Since I can’t do faces at all everyone is gonna have masks! It is a fairly simple model with a cool looking cowl/cape. Once I put it in Unreal I painted the cloth physics onContinueContinue reading “Big sword”
Adjusting the bases
Built an entirely new and separate room just for the boss, and did some fancy stuff using the same logic that brings the player back to the building. Taking advantage of what I had I was able to teleport the player to the boss room with no issues. This is something I can probably endContinueContinue reading “Adjusting the bases”
Fixing the castle
I was finally able to come up with a way to fix the issue of the character going out of bounds. I have an object spawn whenever the player initiates the rotation of the castle, and this object is attached to the castle so it will rotate with it. I first tested it out byContinueContinue reading “Fixing the castle”
Writing swords
Spent time creating and writing the stories for the items and objects that would flesh out the lore of the level. I think I have enough for the player to figure out what is going on and even see what is going on in the kingdom they are within. Played with the lighting as well.ContinueContinue reading “Writing swords”