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Author Archives: goldengratus

A solid cone

Spent some time thinking about how I wanting the lantern to have a clear vivid light since I began development of the game. With the fog on it was clear where the light was because it “drew” the fog around it. But since the fog was expensive on the game I took it out soContinueContinue reading “A solid cone”

Posted bygoldengratusMarch 8, 2021March 8, 2021Posted inGame DevelopmentLeave a comment on A solid cone

Combat and melee work

Baked some lighting just before moving on to adjusting and fixing some of the melee animations for the boss and player. The boss had some attacks that looked weird in game so I made sure they worked better either by changing certain root settings or adjusting whether it affected his upper body or his wholeContinueContinue reading “Combat and melee work”

Posted bygoldengratusMarch 4, 2021March 4, 2021Posted inGame DevelopmentLeave a comment on Combat and melee work

Lighting is hard

Watched a short tutorial on interior lighting and I understand why my level is a bit dark. Lights don’t work the way you think they do especially because it tries to lesson how light bounces in the engine to reduce costs which is a good thing. Building/baking/rendering the lights takes awhile so much of myContinueContinue reading “Lighting is hard”

Posted bygoldengratusMarch 3, 2021March 3, 2021Posted inGame Development, LearningLeave a comment on Lighting is hard

Done and done again

I’m not sure how to feel going over the stage again and again, but I guess this is my test as a developer. This is my first time at it so I need to expect I will do it over and over again until I get it just right. I continued to work on theContinueContinue reading “Done and done again”

Posted bygoldengratusMarch 2, 2021March 2, 2021Posted inGame DevelopmentLeave a comment on Done and done again

Cuttings costs

Thanks to another Zak Parrish lecture I learned how to more efficiently optimize the game. Other tutorials weren’t straight forward or basic for my simple mind. I learned how expensive lights were and I learned how expensive fog was. Expensive in terms of cost of performance on the GPU. Basically I learned how to useContinueContinue reading “Cuttings costs”

Posted bygoldengratusMarch 1, 2021March 1, 2021Posted inGame Development, LearningLeave a comment on Cuttings costs

February Update

The video for this month is up here. Took awhile to record the proper video because there were a lot of things I realized I had to fix then even in the final video there are still things I hadn’t noticed the first time. There’s so much I still need to work on, and mistakesContinueContinue reading “February Update”

Posted bygoldengratusFebruary 25, 2021Posted inUncategorizedLeave a comment on February Update

Locked and loaded

Accomplished quite a bit today. Started of as intended watching a few videos on how to optimize the game. Learned a few new things such as commands to see how certain parts of the game are running. It also mentioned again that I shouldn’t use Tick events if I didn’t have to. I couldn’t figureContinueContinue reading “Locked and loaded”

Posted bygoldengratusFebruary 24, 2021February 24, 2021Posted inGame Development, LearningLeave a comment on Locked and loaded

Hole in the wall

Added a lot of small effects to the player character to show the power of the light weapons appearing and disappearing. Made a lot of small but significant changes as well. There were small issues with the shield parrying at times you wouldn’t expect it to, I think I’ve solved it. I also improved theContinueContinue reading “Hole in the wall”

Posted bygoldengratusFebruary 23, 2021February 23, 2021Posted inGame DevelopmentLeave a comment on Hole in the wall

Effects galore

It had been bothering for awhile that I had two timelines set up for the camera effects, I only really needed one the more I thought about it. I just had to add another key value to the first timeline and adjust the time. Once I did that I tried to find some tutorials onContinueContinue reading “Effects galore”

Posted bygoldengratusFebruary 22, 2021Posted inGame Development, LearningLeave a comment on Effects galore

Camera functions

I’ve learned a lot about cameras today, at least in Unreal. It has made the game more dynamic and visually interesting. I added some camera lag, but not too much. Enough that sometimes the camera has to catch up with the player to give a sense of speed and thrill. I was able to learnContinueContinue reading “Camera functions”

Posted bygoldengratusFebruary 18, 2021February 18, 2021Posted inGame Development, LearningLeave a comment on Camera functions

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