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Category Archives: Game Development

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 myContinueContinue reading “Lighting is hard”

Posted bygoldengratusMarch 3, 2021March 3, 2021Posted inGame Development, LearningLeave a comment on 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 theContinueContinue reading “Done and done again”

Posted bygoldengratusMarch 2, 2021March 2, 2021Posted inGame DevelopmentLeave a comment on 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 useContinueContinue reading “Cuttings costs”

Posted bygoldengratusMarch 1, 2021March 1, 2021Posted inGame Development, LearningLeave a comment on Cuttings costs

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 figureContinueContinue reading “Locked and loaded”

Posted bygoldengratusFebruary 24, 2021February 24, 2021Posted inGame Development, LearningLeave a comment on 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 theContinueContinue reading “Hole in the wall”

Posted bygoldengratusFebruary 23, 2021February 23, 2021Posted inGame DevelopmentLeave a comment on 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 onContinueContinue reading “Effects galore”

Posted bygoldengratusFebruary 22, 2021Posted inGame Development, LearningLeave a comment on 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 learnContinueContinue reading “Camera functions”

Posted bygoldengratusFebruary 18, 2021February 18, 2021Posted inGame Development, LearningLeave a comment on Camera functions

Long-term planning

Started off with minor changes such as adding sound effects to certain objects that can be interacted with. Then I updated the logic of the UI so that it will be easily usable for future levels and bosses. With more experience I know to make sure that everything I add or implement is efficient andContinueContinue reading “Long-term planning”

Posted bygoldengratusFebruary 17, 2021Posted inGame Development, LearningLeave a comment on Long-term planning

Locks and puzzles

Finally I have an actual flow of the stage implemented. It took me far too long to complete a simple puzzle, if I can even consider it a puzzle at this stage. But I don’t want to spoil it, should anyone who reads this somehow play my game somewhere in the near future. Since itContinueContinue reading “Locks and puzzles”

Posted bygoldengratusFebruary 16, 2021Posted inGame DevelopmentLeave a comment on Locks and puzzles

Fonts and Fixtures

As far as the level development is going I didn’t make any gigantic updates today. I did make important ones though. I have known that each room is assigned to a professor, and the item to be discovered inside has something to do with their specialty. So I added a small name plate just outsideContinueContinue reading “Fonts and Fixtures”

Posted bygoldengratusFebruary 15, 2021February 15, 2021Posted inGame Development, LearningLeave a comment on Fonts and Fixtures

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