Monday, 21 May 2018

HND Project Week 33

HND Project Week 33

This week is the final week and is dedicated to finding bugs that could ruin game play. Last week i briefly mentioned some of the bugs that were fixed, however I will be going over the bugs that i cant fix either due to time constraints or not knowing how to fix them. Some are also mentioned in the play through which is available below.
Bugs
Since this is my first time making a large game such as this, bugs are to be expected. For example the largest bug that i show off in the video is that the player character twitches when the character is walking in a straight line. This twitching, i believe, is caused by this piece of code. This makes it so that the actor rotates and follows the camera. If i had more skill within the engine and much more time, i may have been able to fix this. This piece of code however is much more useful than the old camera that would orbit the payer. This meant that the player would be able to shoot themselves because the bullet follows where the camera is looking
Another bug in the video is the player model Flipping when looking straight down. This again is caused by the code above because it rotates the player model on all axes and makes it completely flip. I believe that this could be fixed by making an animation of looking down when the camera hits a certain degree.
One of the more game breaking bugs is that the bullets have no collision with the environment. This means that when shooting, the player can shoot through solid objects and deal damage enemies or more importantly activating trigger boxes on the other side. In earlier versions of the game the player could shoot through mountains to activate trigger volumes on the other side. This was fixed by casting the trigger volumes to the player. However the bullets still do not have collision. When trying to add collision to the bullets by using collision capsules, the projectile disappears and no bullets are fired. This could be fixed by creating the bullet blueprint from scratch however this is not viable as it doesn't affect game play too much anymore and that time is almost up for working on the project.

A more annoying bug that i have encountered and have not fixed is the random damage that the player takes occasionally. This is showcased in my video. I believe that this is due to the enemies not being able to path to me and they somehow do damage. I have absolutely no idea what could be done to fix this and i have no idea where i would start.


Monday, 14 May 2018

HND Project Week 32

HND Project Week 32

Now that i am coming towards the end of the project, i have been making sure that the game is playable and adding any finishing touches. For example while playing, one of the large boss models was too large for the hit box. This meant that many bullets would go through the boss and they could go through gaps smaller. This was then changed so that the hit box matched the model size. Another finishing touch that was added was the addition of a chest plate for the player character. While this was not necessary it made the character look more complete.
While it may not look the best i quite like the angular design of this. However i should have added a subdivision filter to smooth it out to match the rest of the armour.

A problem that had arisen when creating the teleport triggers was that any actor would trigger them. For example shooting the trigger volume with a bullet would teleport me to a new level. This meant that it was a possibility to skip large portions of the level because of this. To fix this, i had to cast the volume to the thirdperson character. This meant that only the third person character could trigger them and not the bullets.


Monday, 7 May 2018

HND Project Week 31

HND Project Week 31

After creating all of the buildings and structures for the city level, i began placing them down in the level. The way i have placed them is to make it feel both open and linear at the same time. This was done by creating multiple places to explore such as the shrine areas which will reward the player with full health.
Below is an image of the full completed map structure.
Now that this level is complete, the last few weeks will be dedicated to testing, adding finishing touches and documenting any bugs that occur when playing the game.