After lots of grueling hours, a few early mornings, and a lot of trial and error, I finally got a model I am happy with. It might not be the final one, but it works simply enough that it could fit the simplistic look for the game that I am going for. Ya know, theContinueContinue reading “Haunter is here”
Category Archives: Game Development
How does Pixar do it?
I spent another day trying to make the best model I could. The problem with the earlier versions I made were that the parts didn’t blend into each other, so it was hard to add clothes that weren’t blocky as well. There were more tutorials I found that helped me create a custom base mesh,ContinueContinue reading “How does Pixar do it?”
Modeling is something else
As I had planned I started to learn how to create my own custom mesh from scratch. I jumped back and forth between a few videos, and I couldn’t find any that matched my needs fully. I grabbed a few tidbits here and there and began to try it with my own hand, and seeContinueContinue reading “Modeling is something else”
Tweaks, fixes, and other small things
A fun third person character has signature moves, that have clear actions. Mario can do so many things with only his jump, and there are layers beyond that with how you can manipulate his actions. I want to follow Nintendo’s design philosophy when it comes to creating the player character. I removed the ability toContinueContinue reading “Tweaks, fixes, and other small things”
Pushing and pulling
Thanks to the channel of codelikeme I was able to find some useful tutorials on pushing and pulling objects. It was originally made to act like the Force from a Star Wars game (Fallen Order), but I was able to change it to work for my game. The pushing works fine, at first it actuallyContinueContinue reading “Pushing and pulling”
Hook, line, sinking
There are some days that despite actually having accomplished a lot you still feel as if you didn’t get that much done. I’m somewhere in between. Thanks to a very helpful video on YouTube I was able to get a grapple hook working. This is so the whip can propel/launch you towards certain objects. FromContinueContinue reading “Hook, line, sinking”
H.A.U.N.T. story and gameplay conceptualization
The title is a bit of a mouthful, but today I spent less time learning and developing and more time thinking about where the gameplay was headed. As I fiddled around with the whip I realized it was not like other melee weapons such as a sword, spear, or axe. It was similar to aContinueContinue reading “H.A.U.N.T. story and gameplay conceptualization”
Whipping about
I began the day with another Unreal tutorial on blueprints. This one focused more on the programming aspect of the tool, variables, loops, structs, etc. It showed me how to better manipulate all the objects in the game. Just a quick look into one of the functions within Unreal made with Blueprint With that IContinueContinue reading “Whipping about”
Carrying the light
I decided to take a step back from developing the whip combat weapon since that is gonna be the heart of the gameplay. I dove into some more Unreal videos and again like many of their videos they don’t do a good job of explaining what they are doing. They make it look very cool,ContinueContinue reading “Carrying the light”
Physics, physics, physics?
Some of Unreal’s lectures are great, some of the older ones aren’t. They have videos of their livestreams and there are a few older ones that aren’t that informative. Their documentation is great but it’s not the easiest to follow. It is way better to learn from being shown how it works in the engine.ContinueContinue reading “Physics, physics, physics?”