My method so far has always been starting with the small and working my way up. At the moment I’m focusing on picking apart and refining what systems I have and making sure everything works well together. I added better hit reaction for the player. So if the player gets hit from the front, left,ContinueContinue reading “The dance of the fight”
Category Archives: Game Development
General Housekeeping
Is it house-keeping or housekeeping? Both seem right. As the title suggests I didn’t do anything groundbreaking today. After I made the video there were a few things I wanted to address. I changed when the character did stop animations for running, because previously the animation for “jog-stop” would play every time the character moved.ContinueContinue reading “General Housekeeping”
Where I am
Spent much of the day cleaning house. Updating some effects, learning about screen/camera shake, fixing logic, and updating some of the texts for objects. All this to get ready for the video, and of course the future of this game. I’m just taking it one day at a time. It’s very daunting taking this developmentContinueContinue reading “Where I am”
Mucho Updates
Went a little crazy today and added a lot of new additions to the game. I first continued on the shield, making sure that there was a proper shield and that it could actually block damage, so now both the player and the boss can block attacks. I still have to give the boss theContinueContinue reading “Mucho Updates”
The Undying Lantern
The Undying Lantern is the current working title for the game. I don’t want to name it Haunt, that would be too misleading. As a central mechanic and major story point for the game is the lantern, it seems appropriate to name the game after it. But I’ll keep thinking about it until I reallyContinueContinue reading “The Undying Lantern”
Squashing bugs and adding stuffs
Went around and completed several things today. Finished the last of the series from Unreal on animation. Not a lot of useful stuff near the end, more of reiterations or techniques that are very specific to certain animations or models. I edited the attacks to give more forward motion to the character using variable curves,ContinueContinue reading “Squashing bugs and adding stuffs”
Improved locomotion
Nearly done with one of the animation series from Unreal engine. But they still have some other videos on extra tips that I will look into when I feel I need to no more. I spent tons of time fiddling with the values of the animation transition of the new movements I added, move startContinueContinue reading “Improved locomotion”
Small steps
Learned a lot more today, particularly about very useful animation tricks such as setting events for leaving and/or entering a state. I also learned about sync markers that I can attach to animations so for certain animations such as walking or running you can set when the left or right foot are down so itContinueContinue reading “Small steps”
A deeper dive
In these past few months I have become quite intimate (yes, intimate) with Unreal Engine. It has gotten to the point then while watching some training videos from their YouTube channel I can identify where the trainers are getting things wrong, or when they are missing certain parts. Of course many of the people teachingContinueContinue reading “A deeper dive”
Light ’em up
Tried punches, then kicks, and back and forth. Neither felt right, so I decided to go with a sword made out of “light”. I changed the material of the whip as well so it appears that the weapons are made out of this luminous substance. And this way it explains why the whip and swordContinueContinue reading “Light ’em up”