The course on the engine structure was quick and very general. It helped remind me of the foundation and flow of Unreal while teaching me a few new things I didn’t know, such as how the engine is separate from the editor and the project as well. I didn’t take down too many notes, andContinueContinue reading “The final and last”
Category Archives: Learning
Death defying
Started the short course on Global Illumination. Most of what it taught I had already learned but there were a few interesting aspects such as using an emissive texture as static lighting. That may come in handy if I do go back to static sources. The lighting I have for the game is all moveable.ContinueContinue reading “Death defying”
Further lighting and optimization
I finished the rest of the course on being an Environment Artist today. I learned more about the reasons behind creating blockouts and how helpful it can be for a team and in general when prototyping a level. So far my blocking hasn’t been that great and I can definitely improve in that aspect. TheContinueContinue reading “Further lighting and optimization”
Environment Artist 101
Today I have gotten through half of the course on Becoming an Environment Artist in Unreal. Most of the topics covered so far I already know, but this is the first course that actually talked about what it meant to do or have a specific job. In the case of this course, it talked aboutContinueContinue reading “Environment Artist 101”
Understanding sound and space
Started the first course of my reasonably lengthy list of courses. The sound and space lessons were fairly straightforward but hard to master. I continue to gain more respect for those working in game development and hone their specific skills. I do what I can to understand the surface of each aspect of what goesContinueContinue reading “Understanding sound and space”
Finished touch
I added the other story elements for the stage which are the journal details and the voice lines that I recorded and edited on Audacity. The walls still have issues with being able to ramp up the player’s speed but I tried to fix it by adding more pillars/obstacles around the edges. Plugging in theContinueContinue reading “Finished touch”
Scenery changes
I was not happy with how the arena of the boss fight looked. It was a nice idea to have it up in the sky looking down at the flowers and tombstones. But in the end it was a boring glass box. The feeling of fighting there wasn’t what I wanted. I scrapped the entireContinueContinue reading “Scenery changes”
Bad math
I learned that a rotating component can target a specific component on a blueprint. This means it doesn’t have to rotate the entire thing. This was helpful in my newest update because I was considering creating a new blueprint, but that would have been too much extra work. The rotation happens on floating gems. MyContinueContinue reading “Bad math”
Fixing
Had my brother play the demo yesterday. Found there were big issues to address, the most important was that the melee was consistently missing, and another special attack wasn’t hitting as well. I remember having these issues before and I thought had fixed the collisions. Upon checking it again it seems that I was mistaken.ContinueContinue reading “Fixing”
Uploading
Today I’ve learned to read the comments before watching an old video over and over again. I didn’t do any work on the game and instead learned how to upload a build of the game on steam. This specific build is a demo of the game which I am currently considering if I should uploadContinueContinue reading “Uploading”