Spent some time thinking about how I wanting the lantern to have a clear vivid light since I began development of the game. With the fog on it was clear where the light was because it "drew" the fog around it. But since the fog was expensive on the game I took it out soContinue reading "A solid cone"
Combat and melee work
Baked some lighting just before moving on to adjusting and fixing some of the melee animations for the boss and player. The boss had some attacks that looked weird in game so I made sure they worked better either by changing certain root settings or adjusting whether it affected his upper body or his wholeContinue reading "Combat and melee work"
Lighting is hard
Watched a short tutorial on interior lighting and I understand why my level is a bit dark. Lights don't work the way you think they do especially because it tries to lesson how light bounces in the engine to reduce costs which is a good thing. Building/baking/rendering the lights takes awhile so much of myContinue reading "Lighting is hard"
Done and done again
I'm not sure how to feel going over the stage again and again, but I guess this is my test as a developer. This is my first time at it so I need to expect I will do it over and over again until I get it just right. I continued to work on theContinue reading "Done and done again"
Cuttings costs
Thanks to another Zak Parrish lecture I learned how to more efficiently optimize the game. Other tutorials weren't straight forward or basic for my simple mind. I learned how expensive lights were and I learned how expensive fog was. Expensive in terms of cost of performance on the GPU. Basically I learned how to useContinue reading "Cuttings costs"
February Update
The video for this month is up here. Took awhile to record the proper video because there were a lot of things I realized I had to fix then even in the final video there are still things I hadn't noticed the first time. There's so much I still need to work on, and mistakesContinue reading "February Update"
Locked and loaded
Accomplished quite a bit today. Started of as intended watching a few videos on how to optimize the game. Learned a few new things such as commands to see how certain parts of the game are running. It also mentioned again that I shouldn't use Tick events if I didn't have to. I couldn't figureContinue reading "Locked and loaded"
Hole in the wall
Added a lot of small effects to the player character to show the power of the light weapons appearing and disappearing. Made a lot of small but significant changes as well. There were small issues with the shield parrying at times you wouldn't expect it to, I think I've solved it. I also improved theContinue reading "Hole in the wall"
Effects galore
It had been bothering for awhile that I had two timelines set up for the camera effects, I only really needed one the more I thought about it. I just had to add another key value to the first timeline and adjust the time. Once I did that I tried to find some tutorials onContinue reading "Effects galore"
Camera functions
I've learned a lot about cameras today, at least in Unreal. It has made the game more dynamic and visually interesting. I added some camera lag, but not too much. Enough that sometimes the camera has to catch up with the player to give a sense of speed and thrill. I was able to learnContinue reading "Camera functions"