I had a rather busy day today so didn’t get as much as I wanted done. Learned some new stuff from a quick video that Unreal did on exposure. Since the camera acts like a real camera with shutter speed, iso, and aperture it helps that I have some background in that. The issues withContinueContinue reading “New Room?”
Category Archives: Game Development
Foggy foggy night
The developers at Unreal recommend that you work on lighting last, which is great advice especially when you still have to plan what to add to the level. I can’t help but adjust the knobs though, since so much of my game’s aesthetic is based on the lighting. I finished adding all the rooms toContinueContinue reading “Foggy foggy night”
Drafting the hall
It has been awhile since I used my tablet, I’m not sure how old it is. It could easily be 12 years at this point. I drew a rough sketch of the level I want to layout, and I based it on a building I made for DnD. The name of the first level shallContinueContinue reading “Drafting the hall”
Discovering the look
Tons of screenshots ahead be warned. I watched a quick tutorial on how to incorporate shaders into the game, I’m not sure if this is the best approach for me, but it’s the only one I can think of for now. I need to figure out the perfect settings so I can achieve the aestheticContinueContinue reading “Discovering the look”
Actual Gameplay Preview
Getting a proper swing animation working was actually more difficult than the swing itself, that might say something about the swinging mechanic being too simple but it feels fun at least. That’s my main goal for any action, for it to be fun. I added a hanging state to the basic locomotion animation of idle/run/jump/falling/etc.ContinueContinue reading “Actual Gameplay Preview”
With great power comes great complexity
I finished off the dodge mechanic, or at least polished it. The lantern currently works as a signal to show whether or not you can dodge. It turns red. As of the moment I might keep this as a mechanic for the dodging. I know I don’t want to add a stamina system as itContinueContinue reading “With great power comes great complexity”
Rolling and Bowling
No actual rolling or bowling. I did consider rolling as that was my goal for today, to implement a dodge action. I explored many ways to do this and the best way was root motion. It works differently than normal animation because it moves the character based on the motion itself, instead of having valuesContinueContinue reading “Rolling and Bowling”
Exploring New Angles
Finished up the foot so that it adjusts to the slope of the ground. It disappears into the ground sometimes and I was worried about that. I spent awhile tweaking some of the values to find the perfect setting where it would always work. I couldn’t seem to find the magic numbers. My net wasContinueContinue reading “Exploring New Angles”
There’s a lot in the feet
Before I moved on to more game mechanics I wanted to really refine the character animation. There’s so much I still haven’t done, and so much that I am still learning. I want the character to feel dynamic and alive, while the model is simple I want it to be fluid and react to theContinueContinue reading “There’s a lot in the feet”
From learnings to form
Unreal has a few quick tutorials that show off some random features from the engine. I spent the early parts of my day watching a few of these to get some inspiration while thinking about that my next step was. I knew that I wanted to fix to fix the whip, because previously the wouldContinueContinue reading “From learnings to form”