Posts

Showing posts from February 26, 2017

AV - Asset Design, Marketplace.

Image
To top the day off and give the blog a little bit more attention, I want to showcase some of the assets I have been working on. Originally I was working on a more complicated asset for 2 hours every week, however I recently decided to get a lot of the smaller assets out of the way first, as I was finding myself slowly chiseling away at the intended asset list and not having much to show for it. Texturing is still quite a way off, and a lot of these assets are still in a whitebox state. The busiest, most populated level in the project will be the marketplace, which will require a lot of small assets, and a few of these I would like to show off in a blog post! Please bear in mind for the time being these are untextured save for one or two of the assets. Seconded to Crates, Barrels are an easy way to flesh out any level in almost any setting. Many games will have these be destructible or contain loot, but I'm afraid given the nature of my project I'd much rather have them

Architecture - Blueprint Inventory Part One [Long Post!]

Image
Unfortunately, every time I screen record, the unreal engine crashes. So, I'm instead going to have to backtrack through what I have already done to try and showcase it in several screenshots instead, so that I can upload a small amount here and there whenever I have added something to the games blueprints! Woo! The following posts will be following an already existing tutorial that I will be talking through, made by user " Unreal Gaime Dev " - Please make sure to watch his tutorials and show him some love, whilst this inventory isn't clean or crisp, it is a very well functioning inventory using physical slots instead of a list. I just got done adding a very very simple currency system that currently isn't used anywhere else in the game, that's something that will come at a later date. Instead of spending two 6-hour days coding, I figured I'll stop until tomorrow and show the blog some love. The screen shot dimensions may be a little off on the

Architecture - Blueprint coding an Inventory System

Quick explanation of why there wasn't a blog post last week! I had originally intended to have a video uploaded as there was a lot I wanted to talk about regarding blueprints, and audio design, although the main reason was to showcase the inventory system I had been working on over the previous weeks. Unfortunately, trying to record the inventory system crashes the screen recording equipment and crashes unreal at the same time. I am trying to find a work around, although a lot of the functionality would require gifs or videos. The inventory system at the moment is still a WIP, although it is coming to a close as I start preparations on the crafting widgets and blueprints to start the games core mechanic. Currently, the player can drag and drop the location of the inventory, right click to access a menu of actions, read maps, drink potions, stack items, and sort the inventory by pre-determined categories, as well as discard x amount of the stack of items. A lot of these would be