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Showing posts from 2017

3D Asset Portfolio

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As per usual, clicking on any of the pictures below will open them in the native 1920x1080 resolution.

Inventory system is done! Kind of!

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I don't want to go on too long about what I have just done with the inventory system, but all being well, aside from the occasional bug that I am still looking to fix, it will be done, and I can start on the game world mechanics such as a day/night cycle, a calendar, and in-game time. Whenever the player picks up an item, there is a boolean called "Show Obtained Notification?" If this is enabled, the player will receive a small pop-up telling them what item they just obtained. If it is disabled, the item will still be added to the inventory, it just won't show the notification. There is a sort button (on the mouseover) (also, custom mouse pointer!) that when clicked will organise the inventory by the enum to the left, clicking it again will trigger a flip-flop and reverse the sort (From A-Z, then Z-A) It will sort by the item's category (What order they appear in the BP_MasterItem Category Enum) By the amount of items in a stack (From 99-1, the

AV - First Looks

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In keeping with the recent theme of AV work on the blog, I would like to finish up with a small showcase of the soundtrack, and some assets. A lot of the visuals are still a WIP and are all untextured. I quickly threw this together because I was looking to get the sound work on the blog, but unfortunately blogger doesn't allow for just sounds. There will be another post on texturing further down the line, once I am finished with most of the models. Now that I have given a good go at the AV, the blog will be a mixture and balance of Visual stuff, followed by some more architecture work and blueprints. Project Management The aim is to have the assets textured done by the 14th of April. The rest of this week (Until the 7th) will be spent getting UVWs prepared for texturing. After that, by the end of the month, I should be in a position to continue working on the game. The latter half of April will be spent getting the core mechanic of the game sorted, including a spell/abi

Audio! Finally!

The best news first: I'm half happy with what I have as a soundtrack! Soundtrack Before I go too into what I have created, I want to acknowledge the way sound works in most recent video games. A lot of horror games in particular, and a lot of Triple A titles have orchestras at the composers whim, to be able to create atmosphere, rather than song. For example, being able to crossfade certain tracks when a player views something in the background. The most classic example of this is the jump scare in horror games, suddenly slamming down on a piano or sinister strings slowly fading in. Whilst this is a great example of what audio can do in games development, this isn't my aim with my project. Instead, I want to take a step back to the NES era of themes. I'm not suggesting I can create a theme akin to Mario, Sonic, Final Fantasy, but having a theme play in an area will be easier (and harder at the same time) for compositions sake, and perhaps for coding as well. For sure

Architecture - Blueprint Inventory Part 2: Inventory Functionality, Drag and Drop

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One of the implementations I really wanted to add to the inventory system was being able to move the widget around. Drag and Drop operations, as it turns out, aren't as simple as just drag and drop. A whole new BP must be created that will be used by whatever it is you want to drag, and several functions must be overwritten to do so. As mentioned in the previous blog post, I have started this project again, as the backup I had wasn;t totally up to date and it could stand to be a lot more cleaner. If you have been following along, there is a chance some of the variables or blueprints may not be the same. As always, if you read this blog post and would like more information, please view the original tutorial by youtube user " Unreal Gaime Dev " The first step The first thing to be done is to create a new BP with a parent class of "DragDropOperation." There is nothing required in the construction script or the event graph, it simply requires to vari