Took a quick dive into some short tutorials from Unreal on how to get started on level design. There were a lot of new things I learned particularly with how to use geometry to create buildings that you can both add and subtract from. So even with a wall built you are able to pokeContinueContinue reading “Building a building”
Author Archives: goldengratus
Fancy Classes
Took two classes on Unreal’s website. One on post-processing, and another on lighting. I’m beginning to get a better grasp on the appearance of many games, and other works made in Unreal and other engines. I need to start working on the level soon, and actual functionality with the lantern. What exactly that will beContinueContinue reading “Fancy Classes”
Righting the rays
Who doesn’t love good ol’ extravagant god rays (sun beams)? Lighting, unsurprisingly, is another universe on its own. That’s why they have light designers for games. In this game I got me, so it should turn out pretty well. Unreal has tons of material on lighting, and tons of in-depth videos of how they usedContinueContinue reading “Righting the rays”
Insert clever title here
Couldn’t think of a clever title for today’s post so let’s just get to it. I finally finished the tutorial, and a lot of it was stuff I already knew, but it was great to be reminded anyway. Luckily the video taught me exactly what I was looking for, post-processing. It basically affects the lookContinueContinue reading “Insert clever title here”
Laying the landscape
I’m still having trouble finding the proper look of the game. With cel-shading it doesn’t quite look right, and I need to know more tools to be able to paint Unreal the way I need it to be. There was a lot of free shaders to play with, but I’m going to continue to learnContinueContinue reading “Laying the landscape”
Discovering the look
Tons of screenshots ahead be warned. I watched a quick tutorial on how to incorporate shaders into the game, I’m not sure if this is the best approach for me, but it’s the only one I can think of for now. I need to figure out the perfect settings so I can achieve the aestheticContinueContinue reading “Discovering the look”
Actual Gameplay Preview
Getting a proper swing animation working was actually more difficult than the swing itself, that might say something about the swinging mechanic being too simple but it feels fun at least. That’s my main goal for any action, for it to be fun. I added a hanging state to the basic locomotion animation of idle/run/jump/falling/etc.ContinueContinue reading “Actual Gameplay Preview”
With great power comes great complexity
I finished off the dodge mechanic, or at least polished it. The lantern currently works as a signal to show whether or not you can dodge. It turns red. As of the moment I might keep this as a mechanic for the dodging. I know I don’t want to add a stamina system as itContinueContinue reading “With great power comes great complexity”
Rolling and Bowling
No actual rolling or bowling. I did consider rolling as that was my goal for today, to implement a dodge action. I explored many ways to do this and the best way was root motion. It works differently than normal animation because it moves the character based on the motion itself, instead of having valuesContinueContinue reading “Rolling and Bowling”
Exploring New Angles
Finished up the foot so that it adjusts to the slope of the ground. It disappears into the ground sometimes and I was worried about that. I spent awhile tweaking some of the values to find the perfect setting where it would always work. I couldn’t seem to find the magic numbers. My net wasContinueContinue reading “Exploring New Angles”