Before I moved on to more game mechanics I wanted to really refine the character animation. There's so much I still haven't done, and so much that I am still learning. I want the character to feel dynamic and alive, while the model is simple I want it to be fluid and react to theContinue reading "There’s a lot in the feet"
From learnings to form
Unreal has a few quick tutorials that show off some random features from the engine. I spent the early parts of my day watching a few of these to get some inspiration while thinking about that my next step was. I knew that I wanted to fix to fix the whip, because previously the wouldContinue reading "From learnings to form"
Haunter is here
After lots of grueling hours, a few early mornings, and a lot of trial and error, I finally got a model I am happy with. It might not be the final one, but it works simply enough that it could fit the simplistic look for the game that I am going for. Ya know, theContinue reading "Haunter is here"
How does Pixar do it?
I spent another day trying to make the best model I could. The problem with the earlier versions I made were that the parts didn't blend into each other, so it was hard to add clothes that weren't blocky as well. There were more tutorials I found that helped me create a custom base mesh,Continue reading "How does Pixar do it?"
Modeling is something else
As I had planned I started to learn how to create my own custom mesh from scratch. I jumped back and forth between a few videos, and I couldn't find any that matched my needs fully. I grabbed a few tidbits here and there and began to try it with my own hand, and seeContinue reading "Modeling is something else"
Tweaks, fixes, and other small things
A fun third person character has signature moves, that have clear actions. Mario can do so many things with only his jump, and there are layers beyond that with how you can manipulate his actions. I want to follow Nintendo's design philosophy when it comes to creating the player character. I removed the ability toContinue reading "Tweaks, fixes, and other small things"
Pushing and pulling
Thanks to the channel of codelikeme I was able to find some useful tutorials on pushing and pulling objects. It was originally made to act like the Force from a Star Wars game (Fallen Order), but I was able to change it to work for my game. The pushing works fine, at first it actuallyContinue reading "Pushing and pulling"
Hook, line, sinking
There are some days that despite actually having accomplished a lot you still feel as if you didn't get that much done. I'm somewhere in between. Thanks to a very helpful video on YouTube I was able to get a grapple hook working. This is so the whip can propel/launch you towards certain objects. FromContinue reading "Hook, line, sinking"
H.A.U.N.T. story and gameplay conceptualization
The title is a bit of a mouthful, but today I spent less time learning and developing and more time thinking about where the gameplay was headed. As I fiddled around with the whip I realized it was not like other melee weapons such as a sword, spear, or axe. It was similar to aContinue reading "H.A.U.N.T. story and gameplay conceptualization"
Whipping about
I began the day with another Unreal tutorial on blueprints. This one focused more on the programming aspect of the tool, variables, loops, structs, etc. It showed me how to better manipulate all the objects in the game. Just a quick look into one of the functions within Unreal made with Blueprint With that IContinue reading "Whipping about"