For my first level I had finished the first pass a few months ago. The first pass being the initial stage of designing the level, or what some level designers would call the blocking pass. It’s in this period I put rough shapes and geometry so I can get a layout of how the levelContinueContinue reading “Remodeling”
Author Archives: goldengratus
January Video Update
Went over the player character and fixed, improved, refined, and changed the already existing features. Adjusted the size of the collision box for the sword to more accurately match its size. Changed the values of some animation timing so it blends together better since a lot of it looked very rigid when switching animations. AddedContinueContinue reading “January Video Update”
P-p-p-parry
I’ve gone back to working on the main character of the game. The Haunter. I’m a big fan of parries, counters, or whatever games will call it, it varies. They are very tricky mechanics that requires timing, practice and skill. I have known that I wanted to add it for awhile, but I knew itContinueContinue reading “P-p-p-parry”
Post post process
The class on post-processing was pretty maddening. It’s very involved and while straight forward, takes a ton of steps and setup. I spent a lot of time trying to absorb the course but a lot of it went through or over my head. I learned some valuable things such as how to manipulate certain materialsContinueContinue reading “Post post process”
Boss and more
Made several additions and improvements to the boss today. This is surely not the last time I will touch it, but it will be awhile before I circle round to the boss again. There’s much to do down the line. It’s good to tick some boxes. Added vital physical alterations to the boss, the mostContinueContinue reading “Boss and more”
Addressing the interface
User interface is very important in every game. It directs the player’s eyes and can help add to the overall experience of the game. I used the lesson from Unreal’s online course to help me, pausing in between lessons to use what I learned to update what I needed to in my game. I startedContinueContinue reading “Addressing the interface”
Construction and destruction
With the save data finally working (I tested it several times to make sure) I moved on to the other objects in the level that needed to have their logic updated. Those objects being the torches and the special physics objects I use. The torches were quick and easy, mostly the same as the doorContinueContinue reading “Construction and destruction”
Help from beyond
I spent several hours of the day stuck at one problem. That’s when I really felt I was coding, using a visual scripting language, but still programming nonetheless. Anyway it was my issue with the save file not being loaded in correctly when I restarted the game while playing the game, it worked fine ifContinueContinue reading “Help from beyond”
Always a second chance
Dove straight back into improving the saving and loading system. My idea for the respawning of the player is that they dive straight back into the world that they had already interacted with. So doors that they opened should be opened, objects which were destroyed stay destroyed. And because of this I was faced withContinueContinue reading “Always a second chance”
A start to saving
Opened the project up and quickly went over what I could do for the camera actions, ending up using a camera shake when certain attacks hit. It’s just a place holder, I want to have more interesting camera movement later on. Camera shakes seem more appropriate when taking hits or being around large impacts. ItContinueContinue reading “A start to saving”