I was out for two days at the beginning of this week so I didn't get as much done as I wanted. I started the coding section and added ragdoll physics and trigger boxes. I also fiddled with camera changes from first to third person. Nuke This is the code for my characater. The big chunk is for switching cameras and the little one is for ragdolling. I can now change my camera with the press of a button and flail upon collisson with a trigger box.
0 Comments
I started the coding for my game this week. I mostly worked on my trigger box which will make the player die whenever they fall out of the parkour. I forgot to send the screenshots to my school computer so I don't have them.
Next week i plan to make it so you switch from first person to third person when you die, you restart after you die, and maybe add a health bar for the boss. I really need sleep right now, my Gov exam is tomorrow. This week was really productive landscaping-wise. I am completely done with the styling for the map I believe. I textured everything and added lots of props and decoration and stuff. This screenshot is of the entrance to level one. You can see the newly textured bricks and stuff. I added some extra bricks on the floor as props. I still have a problem where whenever you go inside, it get very bright. I intend to fix that over the next week. This picture shows the entrance to the final boss room. The stairs have been textured and an extra jump has been added at the top. There's a little penguin under there who will teach you how to double jump in order to get up to the boss room.
For next week, I am going to start the coding process. I will begin by doing the blueprints for my falling. I put in some sort of invisible box that when entered, will kill the player. I will also start working on the player model and the other blueprints for cutscenes, boss fights, and parkour options. It should be lots of epic fun. I missed another one last week but its fine. This week was kinda productive. I installed a landscape into my game and added great numbers of sand dunes to make it more beach-like. I also imported several more props that I will be using in my landscape. I hope to start on the actual coding this week and maybe I can reach a decent point in the production. I want to at least finish the starting scene and add a UI to the game. I will try and make it so the floating castle is invisible from the ground so it doesn't ruin the game's atmosphere. It should be a decently productive week and I hope to get a lot done. I'll have to watch quite a few tutorials probably but it shouldn't be too hard to figure out most of the coding.
3rd quarter is over! We are almost FREEEEEE. I did a lot of work this quarter. I finished my white and grey boxing projects, my asset creation, and lots more work, mostly on my personal game. It was a pretty productive quarter to say the least. Next quarter, I will finish my game and present it to the world. It will be pretty good I think. I'll need to finish greyboxing and add in all the code and stuff so it will take some work but I think I can do it. No problems. I will continue to learn more about Unreal as the year draws to a close.
I missed the week two reflection because I was sick that Friday and it slipped my mind. Anyways, this week was very productive! I finished asset creation on Tuesday at the end of class and it looks pretty spectacular if I do say so myself. I also added lots of props to my whitebox and turned it into a greybox which is pretty good. This is the last day of the quarter so all projects must be done today. I finished greyboxing (at least some of it) in one day and I will be turning my portfolio in really soon. When we get back from Spring Break, Mr. Borgourd will probably have more steps to take in the process of creating our final game so when the time comes, I will do them on time this time. We have like one month to finish the game so hopefully I can lock in and complete it.
I GREYBOXED! I added some assets into my game to make it look much better. I didn't have much time to get everything done, but I did a couple things that you saw in the walkthrough. I added lots of props to the wedding scene. I added chairs, an archway, and a wooden material for the wedding place. I tried very hard to make the landscape sandy, but it kept turning all the cubes a sort of metallic gray so I gave up. I also added the Bourgilst Monster into the game and added a throne for him. I didn't have time to texture the walls or anything but don't you worry. I will have everything ready to go by the time the game is due. This greyboxing will make the rest of my game look very much more appealing to the eye and I am looking forward to adding more props, NPCs, and enemies in the future.
This is my whiteboxing. I converted my level plan into a game by looking closely and thinking deep. I wanted the scale to be much bigger than the character since he is a crab, but it ended up being normal sized which is fine. The most difficult part was making it look like a castle. It still doesn't because it was so difficult. I used the cube grid tool a lot. It helped to build it perfectly. I now have a perfectly functioning game and it is going to be the next Tetris. Next up, ASSET CREATION. WE'RE MAKING A CRAB!
This previous week, I finished up my Unreal Landscape tutorial which took a while. The main challenge with that project was the sheer length of the tutorial video. It took too long and it was pretty boring but it taught me a lot about the landscaping tools and stuff that will prove to be useful in future projects. I also started working on my Whiteboxing project which is just a basic design of my levels that I will use in my final game. I didn't get too far this week. I only have some basic parkour levels done for now but I assume that before Wednesday AT MOST, I will have this project done. I am going to focus all my attention onto my projects this week so that I can finish up this quarter in the right place and get a good start on my finished game. After I finish up my Whiteboxing, I will move onto Asset Creation and Greyboxing. I think for my Asset Creation I will either be creating a custom player model so that you can see the crab hands in game, a Mr. Bourgeesis boss model, or maybe a cannon or something small because I don't want to spend too much time creating this Asset so I can leave time for Greyboxing. If I can get to the Greyboxing section this week then I am in a good spot. I don't see myself finishing the Greyboxing but I can at least get a chunk done if I sign up for flex time and maybe just maybe come into a lunch session or two. I think that this week will be pretty productive and I am looking forward to making some serious progress on my very professional crab game.
Im like eight months behind so this is going to be short. This project took too long. The tutorial guy kept making me do lots of unnecessary stuff and it took like nine weeks. The guy in the video had access to everything he needed like right there whereas I had to scour the internet for assets that would actually load into Unreal. I only really got 4things to work: The rocks, the statue, the sand, and the ring. There would've been more but I've been on this long enough and I'm not looking for more assets just for them to not be compatible with Unreal.
Anyway, the tutorial besides being 12 billion seconds long taught us a lot. We learned how to import some assets and use the landscaping tools. These will be extremely helpful for creating our games when we eventually get around to it. SO MANY THINGS DID NOT WORK LIKE THEY DID IN THE VIDEO. I can't figure out how to shift the sunlight well, the ground cover did not load into Unreal, the ring WON'T SPIN NO MATTER WHAT I DO, and the walkthrough won't start rendering even though I followed the exact instructions that he showed in the tutorial. So after all that, I have but a screenshot to show my turmoil and struggles that occured throughout the fiendish hellscape that was this project. |
AuthorMy name is Sam Eitel and this blog is going to be about something to do with my work in Digital Art and Design. The views and opinions expressed in this blog are solely those of the author and do not represent those of Chapel Hill HS or Chapel Hill-Carrboro City Schools. Archives
March 2024
Categories |