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Gameplay video for FMP
youtube
This is video showcasing my game and how it is played.
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Plan for 24/04/2024
Make and ending, playtest the game and add some final details in the level, and make the video showcasing the game.
ORIGINAL CODE - Failed as it would start the delay.
EDITED CODE - Works/just had to change the code slightly
Blueprint for the end screen and below is the widget blueprint (added a background blur in too)
The game works fully now and I will add in a new post showing the video for the game.
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Plan for 23/04/2024
Make a final treasure room and add lights to the game
I got this treasure chest from sketchfab and then went into blender and changed it to a FBX file and imported it to unreal, then had to make a new blueprint and added all the parts together to create the chest.
I have added some lighting in the form of a torch, and simply used the same process with blender like I did for the chest but added a point light and reduced the TEMPRATURE and LIGHT RADIUS so it doesn't effect the whole room.
FINAL OUTCOME (TREASURE AND TORCH)
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Plan for 22/04/2024
Finish off the Block puzzle and add new room, make collectables and door in pressure plate room have sound and prep for next/final room.
Final product of the box room, use 4 plates to open the door. I have also made a box around the plates so the boxes do not fall off and to make it easier to place them.
I have also added in audio for picking up the keycards
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Plan for 17/04/2024
MAKE THE PRESSURE PLATE SYSTEM
This is the work so far and the pressure plates were a success. Now I will be adding more plates to open the door and this was the guide that helped me with the code.
youtube
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Update/Todays plan
I began by making a new level and named it "MainMenuMap" then created a widget blueprint.
Inside the widget bp, I added in two button and 4 text boxes, then went inside of the code and made 2 on clicked events and a event construct.
This is the code I have used to make a main menu, also using the video link below for some guidance. Next I will focus on the pressure plate puzzle.
youtube
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Two Week Plan
Over the next two weeks, my aim is focused towards finishing the game and the things I made on the proposal
Things to work on:
Pressure Plates puzzle
Main Menu
Exit
Audio for collecting keycards and activating pressure plates
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Progress
I have finished the first part of my level, and had no problems since they were really similar, and I have also switched to tank controls to make it slightly easier.
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Problem Solved!
I found out that the issue was in the code, and I did not set the "close" and "open" location, so it stayed in the same place and also the audio is now working, which was solved by inserting the right sound, as it was wrong and didn't play anything at all.
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Keycard blueprints
This is all the code I used to make the (currently) unsuccessful keycard. I am not sure where I went wrong but will go over the full tutorial, and I think it might be due to the fact I am using a UE5.2 build of unreal engine, and not a UE4 build.
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Quick update
Ended up removing the pickup and drop and instead using the keycard system, as the pickup stuff was janky and didn't drop properly, and I was more intrigued with the keycard part anyway.
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Door Add-ons
I have used a video to help with the code and keycard stuff, linked below, and added sounds for when it opens, and a widget too.
youtube
Also added a colour like system to make sure the doors do not open with different colours.
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Progress
I have changed the cameras around and added a third to focus on the door in red, which is opened with a keycard
Code for the door which was complex and it wasn't working at first due to some of the code getting lost and unplugged, however I fixed the mistake and added in a feature where you have not keycard and try to interact with the door, and comes up with a widget saying you need the correct one to open the door.
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Pickup and Drop System
I have made a pickup and drop system using the tutorial below, and has also helped me understand how some of the mesh/bone works too.
youtube
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Game Building Process
I have began a new unreal project, then used a tutorial linked below to help me set up the camera, the code was really simple, and I had no troubles getting it to work properly. Now I will experiment with this and then I am going to work on a "pickup" and "drop" system.
youtube
Code to make the camera was really quick and I had to make a variable for the active camera so it switches when I move to another position.
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Specialist Practice - Practitioners/Inspirations 3
Jonathan Blow
youtube
Jonathan Blow is an American video game designer and software developer. He is best known for his work on the independent video games Braid and The Witness. Blow was born in California, United States, in 1971. He became interested in game programming while at the University of California, Berkeley, although he dropped out before completing his degree. In addition to Braid and The Witness, he is also known for creating the Jai programming language. Jonathan Blow has made significant contributions to the indie game development scene and has garnered a reputation for his unique and innovative game designs.
“You know, if you watch it being played on Twitch you don’t get the magic of the game at all, really, because the thing that makes the game good doesn’t happen on the screen. It happens in your mind when you figure the things out. [...] The Witness certainly isn’t congratulatory. When you solve a puzzle, your only tangible reward is more puzzles”
I think what Blow is talking about here is about intrinsic rewards in games as opposed to extrinsic rewards such as loot or customization options. Intrinsic reward is more about the feeling of satisfaction you get when you solve a difficult puzzle or complete a level you have struggled to overcome. I want to focus on this side of games for my FMP and design a series of puzzles with increasing difficulty that will challenge the player and make them feel good when they complete them.
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Specialist Practice - Practitioners/Inspirations 2
Takashi Tokita
youtube
Takashi Tokita is a Japanese video game developer known for his work as the lead designer for Final Fantasy IV, a popular role-playing game. He has also served as the director for games such as Live A Live, Parasite Eve, and Chrono Trigger. Takashi Tokita is currently the head of development divisions at Square Enix.
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