Watched a short tutorial on interior lighting and I understand why my level is a bit dark. Lights don’t work the way you think they do especially because it tries to lesson how light bounces in the engine to reduce costs which is a good thing. Building/baking/rendering the lights takes awhile so much of myContinueContinue reading “Lighting is hard”
Category Archives: Learning
Cuttings costs
Thanks to another Zak Parrish lecture I learned how to more efficiently optimize the game. Other tutorials weren’t straight forward or basic for my simple mind. I learned how expensive lights were and I learned how expensive fog was. Expensive in terms of cost of performance on the GPU. Basically I learned how to useContinueContinue reading “Cuttings costs”
Locked and loaded
Accomplished quite a bit today. Started of as intended watching a few videos on how to optimize the game. Learned a few new things such as commands to see how certain parts of the game are running. It also mentioned again that I shouldn’t use Tick events if I didn’t have to. I couldn’t figureContinueContinue reading “Locked and loaded”
Effects galore
It had been bothering for awhile that I had two timelines set up for the camera effects, I only really needed one the more I thought about it. I just had to add another key value to the first timeline and adjust the time. Once I did that I tried to find some tutorials onContinueContinue reading “Effects galore”
Camera functions
I’ve learned a lot about cameras today, at least in Unreal. It has made the game more dynamic and visually interesting. I added some camera lag, but not too much. Enough that sometimes the camera has to catch up with the player to give a sense of speed and thrill. I was able to learnContinueContinue reading “Camera functions”
Long-term planning
Started off with minor changes such as adding sound effects to certain objects that can be interacted with. Then I updated the logic of the UI so that it will be easily usable for future levels and bosses. With more experience I know to make sure that everything I add or implement is efficient andContinueContinue reading “Long-term planning”
Fonts and Fixtures
As far as the level development is going I didn’t make any gigantic updates today. I did make important ones though. I have known that each room is assigned to a professor, and the item to be discovered inside has something to do with their specialty. So I added a small name plate just outsideContinueContinue reading “Fonts and Fixtures”
More lessons and so on
As I checked the list of videos I had on my YouTube watch later I thought about all the things I still need to learn. I went through them and tried to find the most relevant and vital to handling the player character. I started off with a recent video on using the control rigContinueContinue reading “More lessons and so on”
From masks to models
Started the day off with the best place to look for pegs, pinterest. I also looked back to another board I had awhile back that were pegs for character designs I wanted to follow. It was a great help and looking back at it I realized I do want to add more to the modelContinueContinue reading “From masks to models”
On track and side tracked
New month new free stuff. Funnily enough one of the free assets is something I had purchased a few months back for the boss. Not too disappointed, it’s good I had to early so I could finish the boss and move on to other things. I adjusted the lighting of the level again. It wasContinueContinue reading “On track and side tracked”