I think I have landed on a model I will be using for the foreseeable future. It is by no means super detailed, or artistically impressive but it is of my own creation and I feel very satisfied being able to make something myself from scratch. As the title suggests I cannot remember what versionContinueContinue reading “Version 14 or 16”
Category Archives: Game Development
Clearing and cleaning
With my newly obtained knowledge I dove back into the blueprints I had amassed from months on work on the player character. There was a lot to clean and organize. Sometime wires will overlap even if you try to be clean, but I had many unnecessary messes that I had to be diligent enough toContinueContinue reading “Clearing and cleaning”
Scarf and stuff
I have continued working on the player model. This is model version 13 at this point I believe. It is more of a scarf than a half-cape in this version, and it will probably stay that way. A scarf has a nice flow and doesn’t look as buggy when the model goes through it comparedContinueContinue reading “Scarf and stuff”
From masks to models
Started the day off with the best place to look for pegs, pinterest. I also looked back to another board I had awhile back that were pegs for character designs I wanted to follow. It was a great help and looking back at it I realized I do want to add more to the modelContinueContinue reading “From masks to models”
On track and side tracked
New month new free stuff. Funnily enough one of the free assets is something I had purchased a few months back for the boss. Not too disappointed, it’s good I had to early so I could finish the boss and move on to other things. I adjusted the lighting of the level again. It wasContinueContinue reading “On track and side tracked”
Lighting issues
Now that I’ve started replaced all the pieces with real models it’s about time I encounter another big issue. It wouldn’t be a learning experience without real problems to teach me I’m doing something wrong. I still don’t know a ton about how lighting and rendering works in Unreal, but certain objects will have differentContinueContinue reading “Lighting issues”
Remodeling
For my first level I had finished the first pass a few months ago. The first pass being the initial stage of designing the level, or what some level designers would call the blocking pass. It’s in this period I put rough shapes and geometry so I can get a layout of how the levelContinueContinue reading “Remodeling”
January Video Update
Went over the player character and fixed, improved, refined, and changed the already existing features. Adjusted the size of the collision box for the sword to more accurately match its size. Changed the values of some animation timing so it blends together better since a lot of it looked very rigid when switching animations. AddedContinueContinue reading “January Video Update”
P-p-p-parry
I’ve gone back to working on the main character of the game. The Haunter. I’m a big fan of parries, counters, or whatever games will call it, it varies. They are very tricky mechanics that requires timing, practice and skill. I have known that I wanted to add it for awhile, but I knew itContinueContinue reading “P-p-p-parry”
Post post process
The class on post-processing was pretty maddening. It’s very involved and while straight forward, takes a ton of steps and setup. I spent a lot of time trying to absorb the course but a lot of it went through or over my head. I learned some valuable things such as how to manipulate certain materialsContinueContinue reading “Post post process”