Well not that many problems, but now that I am adding sounds, it shows how much things actually lacked sound. So I added better jumping sounds, landing, dashing. I added sound to the boss for his footsteps, attack, and firewave too. I tried looking for free music, but couldn’t find any that felt right yet.ContinueContinue reading “More sounds more problems”
Category Archives: Game Development
Whip cracks and footsteps
I already knew why games need sound designers. It’s an extremely important part of the game, and another complex rabbit hole. At this point I have been going down many rabbit holes to create the foundation of the game, and I know I’m not very deep into many of them. As expected there aren’t aContinueContinue reading “Whip cracks and footsteps”
Two days gone, none a day wasted
Power was out most of the day yesterday because of a typhoon. I got up today with a flaming rage to work. Which is apt, because I added flame projectiles today. I dug through the crash logs, it wasn’t very deep and I noticed the TargetSystem pop up at least twice. I removed it fromContinueContinue reading “Two days gone, none a day wasted”
Forced Conceptual Break
The morning took a turn when I tried to start the project and I was met with a crash and an error message. Unfortunately I could not get the project to run again, I sent the error message log to Unreal and hopefully they can help me sort it out. It’s not a great feelingContinueContinue reading “Forced Conceptual Break”
Lock on, lock off
I couldn’t stop thinking about using the whip when locked onto the enemy. It wasn’t fun having to adjust the crosshair just to hit the boss. Instead I used the awesome target system to switch back and forth between two different aim modes for the whip. Now when locked on the whip automatically hits theContinueContinue reading “Lock on, lock off”
Trail blazin’
One of the free assets in Unreal’s marketplace this month was this awesome VFX trail effects. I contacted them to teach me how to use it and they were quick to reply saying that due to high demand they’d be releasing a video on how to implement it. Today I spent a lot of timeContinueContinue reading “Trail blazin’”
To swipe or not to swipe
I wonder how many game actually end up using the mixamo animations in their final product. They have so many good and straight forward animations it’s quite surprising that they’re all free. That would be my segue into talking about adding more actions for my boss. It has at least five distinct attacks now, andContinueContinue reading “To swipe or not to swipe”
Educating the brain
Started the day off with a tutorial from the great Wes Bunn. He has made the best tutorials from Unreal that I have had the pleasure of watching and learning from. Whatever he teaches it sticks to me very well. Luckily I was able to find a tutorial that the did for AI last year.ContinueContinue reading “Educating the brain”
In the darkness we die
I’ve had a few fights with the AI and it has been rather fun fighting a boss that can kill me quite quickly. I love a challenge but I don’t want to make the very first boss too difficult especially for newer players. That being said a lot of the difficulty comes from fighting inContinueContinue reading “In the darkness we die”
Hammer Time
Mucho mucho progress today. I was able to finish the tutorial and unfortunately the guy who was making them got a job working for a major game studio, and this was five years ago so I don’t think he’ll be making any more videos. Anyway from what he gave me there’s a lot to workContinueContinue reading “Hammer Time”