Lighting issues

Now that I’ve started replaced all the pieces with real models it’s about time I encounter another big issue. It wouldn’t be a learning experience without real problems to teach me I’m doing something wrong. I still don’t know a ton about how lighting and rendering works in Unreal, but certain objects will have differentContinueContinue reading “Lighting issues”

Construction and destruction

With the save data finally working (I tested it several times to make sure) I moved on to the other objects in the level that needed to have their logic updated. Those objects being the torches and the special physics objects I use. The torches were quick and easy, mostly the same as the doorContinueContinue reading “Construction and destruction”

Always a second chance

Dove straight back into improving the saving and loading system. My idea for the respawning of the player is that they dive straight back into the world that they had already interacted with. So doors that they opened should be opened, objects which were destroyed stay destroyed. And because of this I was faced withContinueContinue reading “Always a second chance”

A start to saving

Opened the project up and quickly went over what I could do for the camera actions, ending up using a camera shake when certain attacks hit. It’s just a place holder, I want to have more interesting camera movement later on. Camera shakes seem more appropriate when taking hits or being around large impacts. ItContinueContinue reading “A start to saving”

Fiddling with doors

I watched a nice short video by GMTK (Game Maker’s Toolkit) about how some games, mostly indie games, had designed themselves. From a game designer’s point of view it basically means letting the whatever is the most fun in the game take priority even over ideas you were committed to. I’m still struggling with whatContinueContinue reading “Fiddling with doors”