I’ve finished work on the last puzzle. It is not my best work or a particularly interesting thing to solve. I have slowed down with game development due to a mixture of things from the holiday spirit, personal things, and laziness. It is still nice to slowly work on something though. I had done someContinueContinue reading “The final puzzle”
Author Archives: goldengratus
Red floors
Finished up the puzzle for the first part of the stage. I added necessary effects that required some a loop with break and created an array of the particle emitters. There was a cool portal effect I placed as well that will transport the player to the outside. While messing around with the water assetContinueContinue reading “Red floors”
Lore Dump
I’m using the final stage as an excuse to dump a ton of lore I haven’t mentioned. A lot of it doesn’t paint the full picture but I felt that I had written a lot that I wanted to share. It would be a shame if I kept everything secret. I simply added a lotContinueContinue reading “Lore Dump”
Bright whip
The work on this boss will be long and fun. I started by creating the blueprint for the animation and plugging in the movement for walking, running, and idle. Since the whip has its own animations it needs its own animation blueprint. This isn’t too troublesome but the big problem is when I figure outContinueContinue reading “Bright whip”
New Assets
Been slow the past few months. Life of course tends to get busy. Anyway, I’m starting to ramp up again with the game. I fixed the puzzle because I realized I didn’t have to subtract from the final number. All I had to do was reset it then add the numbers that are “on.” BesidesContinueContinue reading “New Assets”
Sort of a puzzle
I figured out how I want the start of the level to be, so I quickly put it together. Then I dressed it up a little bit then proceeded to the technical part of the puzzle. It was a lengthy process because I am not as bright as I hope to be. Using the blueprintContinueContinue reading “Sort of a puzzle”
The spirit of things
I have still yet to land on the foundation of the backstory for the level. Blocking things out with rough shapes only really works if I know I will replace them with custom or specific models. Since I don’t have a solid idea yet that leaves a lot of things up in the air. IContinueContinue reading “The spirit of things”
Colorful
Finishing the model didn’t take as long as I thought it would. I didn’t wanna add too much to the point it became distracting. I put enough detail that I liked and thought would be cool for the character. I used lots of colors and imported it into the engine. Then I added the clotheContinueContinue reading “Colorful”
The final and last
The course on the engine structure was quick and very general. It helped remind me of the foundation and flow of Unreal while teaching me a few new things I didn’t know, such as how the engine is separate from the editor and the project as well. I didn’t take down too many notes, andContinueContinue reading “The final and last”
Death defying
Started the short course on Global Illumination. Most of what it taught I had already learned but there were a few interesting aspects such as using an emissive texture as static lighting. That may come in handy if I do go back to static sources. The lighting I have for the game is all moveable.ContinueContinue reading “Death defying”