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”
Category Archives: Game Development
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”
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”
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”
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”
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”
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”
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”
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”
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”