Started the day off with the best place to look for pegs, pinterest. I also looked back to another board I had awhile back that were pegs for character designs I wanted to follow. It was a great help and looking back at it I realized I do want to add more to the modelContinueContinue reading “From masks to models”
Author Archives: goldengratus
On track and side tracked
New month new free stuff. Funnily enough one of the free assets is something I had purchased a few months back for the boss. Not too disappointed, it’s good I had to early so I could finish the boss and move on to other things. I adjusted the lighting of the level again. It wasContinueContinue reading “On track and side tracked”
Lighting issues
Now that I’ve started replaced all the pieces with real models it’s about time I encounter another big issue. It wouldn’t be a learning experience without real problems to teach me I’m doing something wrong. I still don’t know a ton about how lighting and rendering works in Unreal, but certain objects will have differentContinueContinue reading “Lighting issues”
Remodeling
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”
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”