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silentmeteor

16
Posts
1
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A member registered Oct 05, 2022

Recent community posts

(2 edits)

Last Day - Postmortem

Overview

I had the goal to create a short action adventure game. I wanted to develop my skills in Unreal Blueprints, Project management, and Level Design.

What Went Well

  • I was able to prototype mechanics.
  • I am happy with the amount of time spent on prototyping and project set up. I felt I did a good job not getting too caught up with polish, or how props looked. I made something that worked. :)
  • Working on Signs and Feedback for the player to understand the mechanics helped me learn about Shaders, Materials, and Textures.
  • I got more familiar with Unreal Blueprints. I was able to follow tutorials and use that information to expand the script to fit what I needed.
  • Using this devlog was really helpful for keeping on track.

What Went Wrong

  • Clearly, I did not get any where near completing my goal. I really could have benefited from cutting things from my project.
  • It was really difficult to build back my momentum after taking a break. I want to be kind to myself, but I think it would have been better to have kept working every day even if it was only going to be for five minutes.
  • For understanding Blueprints, I felt I dove into the deep end of a pool. I would have benefited from some beginner tutorials to truly understand what it was I was learning.
  • Next time, I will simplify my goals even more. I thought I had made small goals for myself but in reality I was asking a lot to complete all this in a month lol.

Conclusion

I will definitely do this again next year! I learned so much. I think the most valuable thing I learned was all it takes is that first step forward to start building momentum. I'm really proud of myself picking up Unreal 5 and learning some new skills.

Day 16 - Signs and Feedback

2 1/2 Hours

Had that moment in game development where you try to figure something out for hours, then the next day you magically get it working in 5 minutes. LOL

Got my material to change on an object while also animating using the Timeline. Next steps I want to change how my speed boost for the player is functioning. Hope to take care of that today. I wont be able to get much done this weekend as I have family visiting.

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Day 15 - Signs and Feedback

6 Hours

Worked through a tutorial that I realized too late that tessellation was removed from UE5.  Trying to figure out a work around for one of my prototypes. Goal is to sink some simple blocks as the player walks over them to give the illusion that they are heavier. This would be applied to blocks in shadow.

I'm feeling like I have at least 3 working prototypes that sort of do what I need them too. Enough to prototype a level at least. I want to continue to refine them and work towards clarifying signs and feedback for the player.

Next few days:

  • Swap speed boost overlap volume to be a timed boost instead.
  • Create a simple tileable material to make objects looks "cracked" when the player stands on it. I want this to show them it is breakable and encourage them to jump on it. I hope swapping materials on an object isn't complicated, it isn't in other editors.
  • Lastly, I want a basic message in the HUD to show when player speed is effected (ex: Boosted or Slow). 

After I refine my prototypes I'm going to start with a level top down. I started one last night :)

Day 13.... 14?

1 1/2 Hours

Hey All! Been trying to get my momentum back. Today I worked on my mechanic prototypes.  Building off this On Hit Destroy tutorial here! I was able to launch my player off a ramp, hit a target, on hitting the target simulated physics on multiple props. These props would then hit a destroyable block that I can utilize to open a path.


Player POV, You can also see the Collectible Counter UI I made at the beginning of the month.


Day 11 and 12 Break

My schedule is pretty hectic the last few days. I project I wont be able to get much done. Jump back in tomorrow!

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Day 10 - Prototyping

2 Hours

Cleaned up Blueprints for my Launch Player node. I found a great tutorial that uses an arrow for the players launch velocity. I did not make the launch pad from the tutorial, but the info about using an arrows forward vector was exactly what I needed! It solved that issue I was having where I could only launch forward but not up. I blocked out a ramp and added a speed increase collision box for when you go down it. At the end of the ramp it launches you at a target. Next steps are to add a Blueprint to the target that causes a block to fall.

How To Make A Jump Pad - Unreal Engine Tutorial

Day 9 - Prototyping

3 Hours

Worked in the Mechanics Gym today. I was able to set up a trigger to launch the player over a ramp towards a target. I wasn't able to figure out how to have it go up AND forward. Just one or the other. Maybe I can get that working tomorrow.

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Day 8 - Level Editor

1 Hour

Fixed an Editor crash that kept happening when the player traveled between levels. Worked in the Level Editor setting up the Mechanics Gym. Added text labels to my add or subtract collectable blueprints for easier debug in world.

(2 edits)

Day 7 - Documentation

6 Hours

Spent the day transcribing the tutorial I did yesterday into a document for future use. I'm still not done. It has helped me understand better what I accomplished yesterday. Understand a lot more about Game Instances going through the tutorial more in depth a second time.

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Day 6 - Project Set Up

4 Hours

Today I worked on laying out more foundational set up in Unreal5. Learned about Game Modes and Game Instances. I've absorbed a lot of information, my brain is swimming. 

Got this done today:

  • Set up a Mechanics Gym. I can prototype my mechanic ideas here. Once they feel good I can add them to my levels.
  • Added an additional level. Level 1 and 2 are nothing but a plane at the moment.
  • Added a collectable blueprint and Hazard blue print. For now, one just adds to a very basic collectable counter UI and the other takes them away. 
  • Followed a tutorial that allows player stats to be saved when transitioning to the next level.


    • I did not know that player stats got reset when you transition to a new level. The work I put in setting up the Game Instance felt important.
  • I realized my game will most likely be 3 levels to match Beginning, Middle, End. They will be very short.
    • Level 1 - Teach player movement mechanics
    • Level 2 - Add collectables and build ontop of movement mechanics
    • Level 3 - End, no big plans here (yet).

A lot of what I learned today came from this intense tutorial here: What Is A Game Instance And Why You Need One - Store and set variable info between UE4/UE5 levels

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Day 5 - Project Set Up in Unreal5

3 Hours

Worked in Unreal5 today. Followed three tutorials so I could set up third person character, camera with custom zoom and character sprinting in my level. I started with a blank project with the intention of learning more about 3Cs. Successful day!

Tutorials I followed:

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Day 4 - Story/Narrative

1 Hour 30 Minutes

Worked on the "Beginning, Middle and End". Broken down into three sections I was able to flesh out:

  • some basic story
  • mechanics to teach at the start
  • how I'll build on top of these mechanics in section 2 to increase difficulty
  • how the level design will support the player
  • how the mechanics will compliment the narrative/level design
  • the goals I'd like the player to accomplish before reaching the "end"

Started a new Unreal Project. Watched some videos about how to add animatics to Unreal as well as setting up Player with 3rd person camera. 

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Day 3 - Goals

30 Minutes

Tracking down tutorials. I have a solid list, some of them are kind of old, hopefully they still work with Unreal 5. I spent time clearly defining project goals. 

Project Goals

Deadline Oct 31 2022

  1. Documentation kept neat and tidy. 
  2. A game that “starts” with a menu and “ends” when the player reaches the goal.
    1. Collect three collectibles and reach the “end” of the level.
  3. A level with environmental interaction between the world and the player.
    1. Light and shadow affects player speed and weight.
  4. Polish. Assets, character model, skybox etc…
    1. Aesthetics can be worked on depending on how far I get with goals 2 and 3.

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Day 2 - Design Research

1 Hour

Updated and downloaded Unreal 5. Started Mechanic design document to brainstorm, log tasks and establish implementation ideas.

I’d like to collect a list of tutorials  that will help me execute design ideas. 

I did a tutorial several years ago that had a pick up system with a collectible, lets track that down!

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Day 1 - One Pager

2 Hours

Worked on One Pager. Came up with a working title and simple description. I’d like to take the next few days as the  “research” period. Nail down scope, goals, create documentation and update software.

What I'd like to accomplish by the end of the month:

-A playable level with character and controls. A simple start menu that executes when launching the game.

-Top Down to Level Blockout. 

-Environmental storytelling present in Level Blockout.

-One simple mechanic for the player to use to reach the “goal”. Ensure player uses the mechanic at least three times before reaching the goal. 

-Light and shadow interaction system. Light = Fast, Shadow = Slow.

(1 edit)

Hey everybody! Like a lot of folks here, this is my first Devtober. Originally I wasn't going to make a public log, but I felt in order to keep myself accountable, having a public log will help motivate me to work on this everyday.

I have experience working in game development however a lot of my personal projects have never been finished. This month I am dusting off a concept for an action adventure game from two years ago drawing inspiration from Journey, Sonic the Hedgehog and Katamari Damacy. Wish me luck :)