A good foundation and understanding of the tools and programs I am using is fundamental in creating the best version of the game I want to finish. Today I watched about 3 or 4 lectures on what Unreal runs on, C++ and Blueprints. Lots of people say that you can use either to create aContinueContinue reading “Lectures upon lectures”
Author Archives: goldengratus
Carrying the light
I decided to take a step back from developing the whip combat weapon since that is gonna be the heart of the gameplay. I dove into some more Unreal videos and again like many of their videos they don’t do a good job of explaining what they are doing. They make it look very cool,ContinueContinue reading “Carrying the light”
Chains, and whips are exciting
After two more lectures from Unreal, granted the ones on physics are from a few years ago, I can see why people have complained that they lack proper tutorials for everything. Even in their documentation on their site they have instructions that are outdated. Get it together Unreal. The more time I spend fiddling aroundContinueContinue reading “Chains, and whips are exciting”
Physics, physics, physics?
Some of Unreal’s lectures are great, some of the older ones aren’t. They have videos of their livestreams and there are a few older ones that aren’t that informative. Their documentation is great but it’s not the easiest to follow. It is way better to learn from being shown how it works in the engine.ContinueContinue reading “Physics, physics, physics?”
Lights, Camera, and other stuff
I started the day going back to an old video about how to add new actions to the character, because the last time I did the tutorial I accidentally deleted a file that made me lose my progress halfway through. This time I was able to follow while adding it to my prototype, hopefully thisContinueContinue reading “Lights, Camera, and other stuff”
Some but not much
The guy who made The First Tree (an indie game) gave good advice about game development. He said, “never have a 0% day.” That has stuck with me and it makes me feel better when I am stuck or demoralized. Today I definitely didn’t get much done. I actually bought an asset from the store,ContinueContinue reading “Some but not much”
Haunter prototype
I made a new hat and edited the lantern to look a bit sharper and less wonky. It’s still far from perfect but I think it’s coming out great. This is great progress from the 2D sprites I’m used to working with. That third dimension is really trick. Though after I finished putting it onContinueContinue reading “Haunter prototype”
Lighting up the Lantern
Today I learned all about materials in Unreal. Basically they do their best to imitate real world materials through textures and other fancy settings. It is up to the user to understand and manipulate these materials in the way they want. This will come in handy when I start bringing together the whole look ofContinueContinue reading “Lighting up the Lantern”
Half-cape full
I spent another day on learning Unreal Engine cloth physics. It’s getting better and way more manageable. Also it looks really freaking cool. It’s far from perfect and I’m still refining the look, but the prototype of the first Haunter model is getting closer. I’d like to thank all the random YouTubers who decided toContinueContinue reading “Half-cape full”
Caping around
Tried to get my hands dirty with cloth painting in Unreal engine. It’s as complicated as I imagined it to be. I went into blind and then watched videos after unsuccessful attempts. The cape is still coming out quite wonky but I’m slowly understanding how to make it work. I had not been weighing itContinueContinue reading “Caping around”