Monday, 29 January 2018

HND Project Week 17

HND Project Week 17
This week i made progress on the hub of the game that i made a plan of last week. The hub is a separate level which upon completing the tutorial level, the player will be teleported to.
The player is teleported to the small circular platform and will have to jump across the platforms to reach the main checkpoint. Overall i am happy with the design of the hub however there are some things that i need to fix for example the main building has parts where the outside is visible from the inside. Since making this i have learned how to create interiors and will be fixed next time i work on it.

Monday, 22 January 2018

HND Project Week 16

HND Project Week 16
This week i have drawn up a plan for the first hub in the game. The main hub will have a small jumping section when coming from the tutorial before the hub is reached. When the main hub is reached, a checkpoint will be reached and will be the only respawn point until more of the game opens up.

From the checkpoint there are two paths which the player can take. Both paths can be taken but one will be much harder than the other but not impossible. When the easier path is taken, items and powers can be recieved that will make the harder path easier. After completing both levels, more of the game will open up and will become less linear and more about exploring.

One of the paths will lead to a gothic style city which is dark and almost like a horror game in atmosphere. The other will lead to medieval ruins which will have a different more natural theme and atmosphere. with trees and grass overgrowing ruins of a medieval castle 

Monday, 15 January 2018

HND Project Week 15

HND Project Week 15
This week i have fleshed out the idea of having a crossbow as a secondary weapon in my game. I have drawn a design for a crossbow which i will then use to model in either blender or maya. The crossbow i have decided will be a pistol which will be held in one hand while also using a weapon. This crossbow would be do very little damage but will stun an enemy so that a killing blow can be dealt with the main weapon.
When modelling the crossbow in blender or maya, i will use this image as a guide so that the model matches as close as possible to the drawing. As well as this being a crossbow to stun i would like to be able to add an extra functionality to it so that it is more of a utility than a weapon. For example it could fire different types of bolts which do different things.

Monday, 8 January 2018

HND Project Week 14

HND Project Week 14
Last week i mentioned that i have downloaded an animation pack from the Unreal asset store which was made by Epic Games. After downloading the pack i inspected some of the animations and most of them seem to be for a shooting game with an over the shoulder view. Most of these animations won't be used due to the theme of my game. However some may be used so that i can ad in a crossbow which would be held either like a rifle or like a pistol.

Also i have put more work into the second form of the hammer.  Originally it was a spiked hammer in its first transformation and would then be switched into a different form.

The picture on the left is the strong version of the weapon and the picture on the right is the less powerful version with a different moveset.

Monday, 1 January 2018

HND Project Week 13

HND Project Week 13

This week i have been researching more into the unreal engine and how to do certain things within the engine for example i have been trying to learn how to create an enemy character by usign this tutorial. https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gb5sdygbSiEU7hb0eomNLdq/INL1_DiHaEk/

In this tutorial the person creates a version of a class in C++ however i don't really know C++ that well so only some of this video is usable for me. I then found the official documentation for the unreal engine which allows me to create classes visually using blueprints. This allows me to then create a main character class and then create an enemy from the base class of a character. This allows me to not use the template and would make it much easier for use in other levels.

https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/Setup_1/

I have also downloaded an animation pack made by Epic Games which is free. The asset pack contains several animations that i can use such as aiming if i was making a fps game. I will try to keep asset use to a minimum as many games overuse assets and ruin the theme and consistency of the game.