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Evaluation
This project was a learning experience, I aimed to learn how to use particles in code and interact with meshes/particles. I did not hit this, the alternate controller theme added a limitation to the project which I did not enjoy, I had to think about the controller more than my area which is VFX. I gathered lots of materials to use but did not put any into effect as my idea and theme did not compliment my path. But the outcome is still positive as I have learnt what not to do.As I needed to keep it simple with the alternate controller limit I decided to use a touch pad as I could test my game with the mouse to simulate using the touchpad. My inspiration came from Tron and Snake once I used the first mistake trail it reminded me of these things. These both heavily influenced the project with the design, lighting and mechanics. There were still many problems such as collision between particles which I had to go around to reach my target in the game, I used an actor with a collision box spawning behind the trail to use as a death box so the players trail would destroy themselves. Also solving a movement problem which got the player killed when they could not see by disabling the controllers input. The idea came from a mistake which shows that making mistakes is fine and I can learn of them relating to this project as a whole. I am still happy with my end result and feel like I have made a decent game which can be played but during this project I felt like I haven't pushed myself but I didn't have the motivation to do this.
looking forward to my next project I aim to learn Houdini from scratch and base that around my project. It will be good as this might give me the motivation I need like when I learnt Niagara from scratch. This will give me lots to learn and I can put the assets I create into Unreal Engine. I want to stay to my VFX path but it's hard to balance it to the theme. As the theme is my limitation to what I can create.
Overall this project was not my best and I did not enjoy it but as with all my projects I learn off my mistakes. I will put this behind me taking the necessary parts with me to use in future projects and move forward to my next project. I handled the limit of the theme well using mechanics which did not need a lot of buttons, keeping it simple but as said this limited me for what I could come up with.
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Start Screen
A quick starting screen I made using the same techniques I have before but I came across a problem. When the game starts which is at the same time as the start screen where the cursor would be the character would move so before you even press start your character would be moving. This affected the game as sometimes you would be in a cycle of death and start screen to get out of the problem. I fixed this by disabling the input of the player controller until the start button is pressed on the widget. This fixed it and is simple but works. I could add more like a death screen but it would take to much time and I just want to move on from this project to the next as I am not having the motivation to keep making this idea.
Video of this on another post.
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Scenery
Responding to my feedback I have changed the scenery. Using a video I found a while back I created a Tron style material to add to the level but after using it I figured out it can only be used on cube meshes. If placed on a non cube mesh the side lines would not appear. So I ditched this plan and went for a full black reflective material but added a directional light to give the Tron vibe. I started off with blue which looked good but then changed it to orange which also looked good. I couldn't make my mind up on which colour to pick so I came up with a idea to have the colour change over time. This also could add tension making the game feel harder but it stays the same as people correspond red with hard or enemies in games. I did this by using a event tick changing the value of the red and blue over time until a gate closes from a delay. After I did this I added it so in a 30 second delay the game would turn dark just letting the player see a little bit making it more difficult so it’s harder for the player to last a long time.
I did try change the colour on the material over time to red from blue but it did not work over time but I could change it in the code from blue to red but not gradually.
Overall it looks good and is much better then the standard. The main problem I had was not making it to light as Tron is dark and with the particles I wanted them to stand out.
Video of this on another post
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Moving Camera
just a little post but I moved the camera to allow for a better view for the player and to fix the problem when the cursor moves over the side of a block the character will move to it no matter what which can ruin your movement. So to fix this I moved the camera above the player, this works well and did the job.
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Fixing The Trail Problem
I have figured out a way to fix the particle on particle problem I had when trying to make the trail kill you when colliding with it. I used one of my predicted solutions with making the whole thing in blueprints. Starting off with making a actor with a collision box set to a 5 second delay then destroying itself for the part that gets hits. This then spawns behind the trail when moving every tick with a simple spawn actor set to a new component to reference off. A problem occurred when playing where the hit boxes would spawn on the character instantly killing the player. I fixed this by moving the reference point back behind the character, this solved the issue. So now if I went into my own trail line it would reset the level by these little sphere actors spawning behind the character which is seen in the video.
Overall it fixes the problem I had and works great with no problems. The problems that occurred were fixed without a problem just changing a few things. I might add this code to the enemy as well so if I hit their line so the player would die.
Video of this in another post.
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Timer
For my game objective I chose survive the longest game mode. I need a timer so I went back to my fps game and copied the code over, making the widgets as well. I didn't have any problems with it as I have done it before. I am planning on making the code for saving the lowest time as a record which can be done as I did it on my fps game.
Overall it works as wanted just need to change the font to match the game and give it some spice.
Video of this in another post.
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Feedback
Got some feedback on the game so far. They said the game was brilliant so far but recommended adding moving particles/objects to block and make it harder for the player to move around. Also saying it would improve the visual look of the game. Another thing they said was to improve the visuals of the game changing some materials and creating attacks to add more detail. Plus a great idea to have the floor covered with particles and use an attack to push them out of the way which might be hard as it includes particle to particle. Also recommended some games that could help which I will have a look at.
Overall great feedback as did not know these parts need to be improved for the game and great ideas that could be added.
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Job Enquiry
Recently I enquired about a VFX role in frontier developments. They had the role open but I knew with what I have now would not be enough to get the position but I wanted to know what I need to get into a VFX position. So I applied but in the question section I wrote about what I needed and what is more important a portfolio or a qualification. They replied basically saying that the portfolio is the main part to show your experience and talent but a degree helps to learn the fundamentals. This is really helpful to let me know what I need to focus on, so during the course and after I will be building my portfolio to show what skills I have.
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AI Enemy Trail
From my particle collision problem I developed an Ai System as this is an easy route to start off and experiment with. Using my previous arcade project I referenced the code over and quickly made a pawn that will follow me using pawn sensing. I then duplicate the trail Niagara system and changed the colour to red so the player can distinguish between their trail and the enemy’s.
A problem occurred though when trying to code the pawn to destroy the character when hit. I added all the necessary code also a print string but nothing happened I troubleshooted the problems with separating the code to the character and checking all the overlap boxes but nothing. I had an inkling that it was the hitbox of the actors as they were far apart when touching but I checked all of it. As a last-ditch effort I added another capsule collision box to the pawn and made it bigger than the previous box which made it work.
Video of this on another post.
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Lost Ark
“Embark on an odyssey for the Lost Ark in a vast, vibrant world: explore new lands, seek out lost treasures, and test yourself in thrilling action combat. Define your fighting style with your class and advanced class, and customize your skills, weapons, and gear to bring your might to bear as you fight against hordes of enemies, colossal bosses, and dark forces seeking the power of the Ark in this action-packed free-to-play RPG.”
The part that stood out when looking at lost ark was their effects and abilities, how they were made with the style they are in. They look really well made with realistic features with plenty of detail to make them pop. I looked into how they made them also what they used but with this sort of stuff it is really hard to find how they made it. I couldn't find anything on what they used except for the engine they used which was unreal engine 3, in that engine they didn't have Niagara so they must have used cascade to implement their effects into the engine. Probably using assets from 3D software like maya to make them.
While looking on youtube I found a person that was leaving the company and made a portfolio of all of his work. https://www.youtube.com/@user-ux5rl9wp3b
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