I created the meshes and the functionality for the rechargefields. These are fields of energy that can have different effects on the Avatar.
Different meshes and effects for the rechargefields
I also developed a new sort of platform that switches from active to inactive if you press the left trigger. This feature is still a bit experimental.
I also made a lot of small tweaks, like the animation for the gate doors.
The field of view now changes when zooming and dashing to give a sense of focus and speed.
I also made a system that makes objects between 2 checkpoints pulse. The intensity and speed needs further tweaking though.
This week I did a lot on our game in the likes of designing the UI and menu.
This is the Ui design I’ve made and implemented in the game. For this I had to design buttons, sliders, dropdown boxes etc. as well as the main composition of the buttons.
In this picture are 3 things that I’ve added over the last week. The target point on the ground to make it easier to relate your character to the floor, the UI to know how many jumps, dashes and slow-mo you have left in the tank and the aiming reticle in the middle.
After that I’ve added an easier and cheaper way to add ivy so we dont have to add a few million ivy planes but just a couple.
After the feedback we had from the play-testing day we had a lot of mixed opinions about the difficulty scale of the game. That got us thinking on how we could make it more challenging for more experienced players and still make it not to difficult for new and inexperienced players. We decided to implement some kind of speedrun mode for the players who want to go for the extra satisfaction of being on top of the leader board. But to really give a meaning to your own high-score you need to be able to compare it with other player. So I implemented an online leaderboard that syncs up with a local version in game. For this we used a plugin called Epicleaderboard because it has a free hosting and dashboard service.
I also made some improvements to the performance by make a generated wall that uses instaneced meshes instead of static meshes. This reduced our drawcalls with 5 times less than we had before.
Last week I’ve spend most of my week thinking, designing and decorating a new level for our game!
The main idea behind it is that you leave the area that your civilisation build and enter the caves to get to the surface. In the caves they have build some structures to help you get to where you want. This way you have to follow the build structures to navigate your way trough the cave.
Its certainly not finished yet and I have to do a whole lot more in it like adding foliage, adding more variety in the rocks, setting the mood etc. but it’s getting there! Most of the rooms and jumping parts are already set and ready to be played. Next week I’m going to finish it so it will be able to be played!
Definitely worth to download our builds and to check later on the release of this new level!
Last week started off with one day hell and back, we reverted back from unreal engine 1.14 to 1.13 due to progress limiting bugs in the 1.14 version of the engine. This was not easy and basically meant that we had to revert back to a project from a week before and implement everything back manually since the unreal assets do not work in previous versions. So if anyone actually reads these posts, I can give you one tip, do never update to the last version of an engine no matter how shiny the new features are, the bugs will be worse (some example of the biggest ones where imports for skeletal meshes where totally broken and crashed the editor, cloth physics where broken, etc..).
After that I started on a spline system that would be used for a new shader Nico is making with a hotspot on it that moves between checkpoints and activates actors around it (lighting it up).
Other than that I did alot of tweaks to existing code and blueprints to allow Olmo to put the animations in more easily and fixed alot of bugs that came with it and became clear after implementing the final animations. Especially the wallrun needed alot fo fixes to work well in 2 ways since I only tested that before in one position and rotation.
Finally I just did some general stuff to make sure the experience the other students who tested our game got was the best we could give.
Last week I mostly did some minor tweaking of code blueprints and shaders. We want to have a glow effect on the world that guides the player through the level which requires diving into shaders and material instances.
After weeks of technical problems due to the 4.14 update, I finally wanted to finish the animations of the player avatar. I wanted to make all traversal feel good, since movement is the most important aspec of our game. I had to retarget animations from mixamo to the avatar skeleton, which was a difficult process. This is because standard 3DS max skeletons use collarbone joints and mixamo skeletons use shoulder joints. After a lot of iteration I finally got it right, I guess i created some funny bugs in the process.
Some Examples of animation-retargeting bugs.
Now that I could transfer mixamo animations, I needed to recreate or rework a lot them. Some animations didn’t loop or had root motion baked in, some i basically recreated from scratch. Then I started blending the animations together in the animation Blueprint. I wanted the transitions to feel very smooth, so that it would be a joy to control the player character.
Examples of animation blending.
Then I added some particle effects to some animations to make them feel better, like to the dash an the wallrun.
Examples of animations with particle effects.
We also weren’t happy with the level Tigo created for the playtest-class, because we thought it would be too difficult for new players. So I quickly created a new level for the playtest, with a built in tutorial. It is very straightforward, so that the new player isn’t confused about where he/she should go.
Screenshots of the Playtest-level.
The build is up for download at Production build
This week I finished the blockout for level 1. It’s now fully playable, initial feedback says it’s too hard though. I’ll add some easier paths later.