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This week I fixed a lot of the code from last week so that the code would work more smoothly. I worked on adding darts to my game and I faced a lot of challenges with that. Main challenge was the dart would go through or wouldn't. This I fixed by using collision boxes in the babies code. I fixed up a lot of stuff and I overcame these challenges. I learned about casting and the importance of true of false statements. I also learned that you need something to stop event tick blue print from working or it will do the same code a million times over. I didn't do much more other than that. I did change up the win screen code for the lose screen as well but nothing else too important.
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This week I worked a lot on my games blueprints. I added a way to grab and drop off babies which is going to be my main win condition in the game. I also added a counter to track how many babies the player has picked up. This counter cant go over 1, because that would make the game kind of bad. This way the player will have to bring back the baby to the crib before he can pick up another one. I added a crib as mentioned and coded some basic stuff. I will have to make it so that the more babies are in the crib the more show up and I plan to have the player pick up 3 babies in total through out my game. Next 2 weeks I am going to focus on making the player beat my game and the last week or so I will work on my map a little more to make it more than just a few rooms. I am pretty much up to date on everything and I think I will have my project turned in on time to be graded. I got most of the main blueprints done this week and I will finish them up next week. Then work on the smaller blueprints. Overall very productive week. This week I worked on the basic guide I want my player to follow so that I know what I need to finish. Its not going to be too big or complex since I have 3 weeks maybe to work on this project so I will just do small things that I can do within 1-2 hours of coding per step and I will have time for a better map design and everything. My code didn't work for a bit but I made it work and I learned stuff on the way so that's nice. I didn't get any screenshots since I missed Friday. I am going to be missing next week or most of it at least so I will have to find assets to add to my game once I return. I will have to watch videos on making my blueprints and find assets to make my map more than a few walls. I am almost on schedule and I think I will have my game done by May.
This Quarter I learned a lot of things that will help me complete my game in the not so distant future. One of those was to landscape which is crucial for a ton of map making. Even though I wont be using the landscape tool, it is still useful to learn, and I might use it in my game if need be, but it isn't in my plans to do so. I also learned that objects made in 3DS max with holes will have those holes converted to invisible barrier which I managed to fix by exporting the file as a .fbx rather than a .obj. I made a schedule for my game which I am a little behind on and I also made a game design document to reference when I need to look at what I was going to have in my game. I really just struggled in the many problems that Unreal Engine has been giving me, but I have managed to fix all my problems, and get help when I needed. I enjoyed making stuff in 3DS max, and I will definitely be enjoying the blueprinting process. I am going to have to do a lot of stuff in my off time at home like finding assets and learning a bit of code. I could even just code at home and send the code here if that give me more time. Overall I really grew this quarter and I plan to grow even more Q4 and finish my game, or at least make it playable.
For this assignment I took my whit boxed outline of where I wanted my walls to be and I replaced them with a model I made in 3DS max. I just replaced the blocks and added a few lights. I haven't coded in any babies or anything yet since I want to make them randomly spawn within the map. I chose to add the map because it is the most important part of my game since the player has to navigate and bring babies back to the cradle, and I created the entire school by myself which I encountered a lot of problem in, but I persevered and got through it and even fixed all my problems easily. This grey box will help me see the size I need my decorations, and babies to look natural in this school. I will have to find models that look natural with the walls and some lightbulbs to make the lighting look natural but I got the space I need to work in.
I worked on my Greyboxing this week, even though I had a lot of problems my Greyboxing is 95% done. I faced a problem with my model where the empty space had a invisible block so instead of making it one object I got the object as a FBX which made it multiple objects. I then put them inside the map and that allowed me to move them as one since I had them all selected and I fixed the problem with the invisible barrier inside the box.
Next week I plan to fully complete my Greyboxing and start adding in all the code and the baby models. I will probably have to cut some stuff out that I wanted to add to the game originally like the stork enemies and probably just replace it with a timer. Since I have 4 weeks until May and I will be missing most of one of those weeks so I will have to cut corners and remove stuff. I will definitely be looking for assets in my free time at home to save a ton of time on finding them. I started Greyboxing did alright progress with the problems that I faced and I will definitely have to go on a time crunch. That all I did and I will have to continue working on my Greyboxing and catching up all of next week and use some flex time and lunch time as well. I made this in UE5, it was very hard to convert the paper version into a 3d version using boxes so I just made it one layer. This is just a lay out of where I will be putting my walls and all to make it better and scale it better to my player. The scale I will have to determine when I make my walls, but I want them to be 1.5 times the height of the player. The most difficult part was placing everything. White boxing is just making everything you can in UE5 and not putting any assets in so I used what I learned and only used tools that UE5 offered. I will have to put in my walls and doors and decorations.
In the tutorial I really liked how the guy did everything with instructions and told us exactly what he was doing and other ways of doing the things he was doing. The most difficult part was finding assets to put into the map. The easiest part was probably the putting of assets into the map. I can definitely use this skill in the game making industry. This would help me if I were to take a career in game development, not just with the job but with my resume as well. I learned how to landscape in Unreal and the different landscaping tools that Unreal offers.
When I began the project I had a completely different game in mind, but I learned that to make a game like mine you need way more time than 2 weeks with 50 minutes a day of working to make a good game. I started by first making some textures for the game and some basic code, midway into the project I lost my entire map and I had to restart with a new idea because all my stuff got deleted. I went with a basic maze like game and just used the code from the previous tutorials for a win/lose screen. I really liked the freedom of making your own game with your own idea not having to follow any tutorial. I really found the making of the maze difficult because you have to make a maze that is doable in the time you give the player. and unless you don't want it to be too hard you have to make time so that it allows the player to do mistakes. I made my map a little smaller compared to other maze but also gave the player 2.5 minutes to complete the maze. I can use this lesson to time manage better and not waste any precious time. My biggest error was that I didn't do any pre-production which made it so that I had to switch ideas constantly of what I wanted to add and what I removed. I would definitely learned that you don't really need hitboxes and just making it so that the item is on hit works as well. I learned how to make life easier with the other features of unreal engine not mentioned in the tutorials I watched in class. I also used some help from a friend to code my spikes (Thanks Robbie!). I will definitely improve some aspects of my own game and I will maybe remove some stuff due to the time period I have to complete this game. Lastly I had a lot of fun just failing to make stuff and fixing it.
Cite: ​https://free3d.com/3d-model/fathers-day-trophy-v1--911771.html For the FPS Game I really enjoyed the blueprint system and how it makes life easier, the blueprint system is 5x more efficient than writing the code yourself simply because it tells if there is a error in a specific blueprint that you have to fix that blueprint only and not have to change much of the code. I loved the tutorial and how it was so easy to understand, you have to copy the guys exact moves in real time though since it gets confusing if you just watch then do. I can probably use the game making aspects of this in real life with a job like game development. I learned a lot so there is a lot of stuff I can use in real time and I learned a bit about just the fundamentals of coding like variables actions and linking. Overall a great experience. |
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April 2024
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