Friday, July 22, 2016

Day 14 - July 22nd The Final Day by Atmostphear

Well, I made it, the game is complete... sort of... I guess I should say playable. So I'll make this post a reflections and overall thoughts rather than writing about how I struggled immensely trying to figure out AI combat for 7+ hours. I'm definitely not happy with the AI but at least it tries to fight back.

Reflections:

Here we go, reflecting time. I'm really glad that I stuck through with it until the end. I honestly wasn't sure if I was going to make it through. On average I was spending roughly 12 hours a day working on this, minus a few of the days. I'm completely exhausted but I really think I made some okay progress over these 2 weeks. I still want to keep pursuing a career in game development but I'm doubtful that will come true since I feel like my game was pretty below average.

Overall Thoughts:

The game itself was most likely below average like I just stated above. I'm not too happy with the "final" prototype product. I definitely improved though and that's clearly visible by looking at the day 1 submission. I'd like to participate in more game jams but I think I'll take a break for at least a couple weeks since I am mentally drained now. Also I'm really kind of disappointed in the Unreal Engine. I really liked the blueprinting system but there were many things that didn't seem to work as intended. At least the way I interpreted it. For example, sometimes if I set a delay no delay would actually happen or the time when I was trying to create a nav modifier but it kept resizing. Anyways, I'm definitely going to look at switching engines for my next creation.

Thanks if any of you bothered to read my awful and cringey blog posts. I'd love some feedback and pointers so email me, leave a comment somewhere on the blog, find some way to contact me. I'll drop a link to the download below.

Also if anyone in the future reads this and wants to work on a project with me don't hesitate to contact me. I really want to work on something bigger and gain more experience. I think my email is on this blog page but just in case it isn't...


Email: Logan2389@gmail.com


Happy gaming and so long.

Update: Power Outage

Yesterday at around 3:00 AM my city was hit by a huge storm that knocked out power for the day. So unfortunately I didn't make any progress on my game. I'm hoping that combat AI won't take too long to figure because I wanted to dedicate at least a couple days to it.

Wednesday, July 20, 2016

Day 12 - July 20th Progress by Atmostphear

Feeling lazy again on the screenshots, mostly because there's getting to be too many things I'd have to screenshot. Hopefully I'll get time to take some nice ones here soon.

  • Tweaked the lighting again
    • Because you know which person can never be happy with anything?
      • It's me, I'm that person
  • I fixed the falling animation for the boss
    • It looks okay for now, not super smooth but it gets the job done
  • Added a sound effect when dealing damage
  • Made some adjustments to the camera and raised up the arms on the player to move them into the camera more
    • I'm trying to get that Elder Scrolls immersive camera feel
      • It's definitely not Elder Scrolls immersive but I tried
    • The camera also clips into the player's character a bit but it's not super noticeable
  • The goblins have animation now
    • Including two whole death animations that are randomly chosen!
  • Speaking of the goblins I got them awesome looking daggers courtesy of Quandtum on opengameart.org
    • Seriously this dagger is super cool, I really love the art style
Rogues Talon by Quandtum
  • I added a popup text to alert the player to seek out the boss
    • Just in case someone tries to play it down the line and doesn't realize there's another room with a boss in it

TODO:

  • The final feature of the game:
    • AI combat
      • Once I have this done the game should be essentially complete
      • Unless the respawn mechanic I put in last week wasn't working
        • Still haven't got to test that yet...
      • Also I'll need a death animation for the player but that takes 5 minutes
  • If I have some spare time I'll add in a knockback mechanic that the boss can use

Tuesday, July 19, 2016

Day 11 - July 19th Progress by Atmostphear

Did a boatload of stuff today since I slacked off this weekend. If I post screenshots it will be later because I'm feeling lazy.

  • Thinking about naming the game "Overlord Slayer" 
    • Not super excited about the name but it works for now
  • Melee combat is functioning
    • I had it working yesterday but I didn't realize I was actually healing enemies instead of damaging them *facepalm*
    • Attacks for the player sweep so you can slash through multiple goblins which is pretty satisfying
    • Need to add some sounds for melee
  • Added some small health bars above the goblins' heads
    • That was some awkward wording, good thing I'm not a writer
  • Added a big health bar for the boss that pops up Dark Souls style when you engage him
    • Shows his name and has a number for current health / total health
  • Speaking of the boss and goblins they have some new meshes
    • Got them at mixamo.com
    • Have some of the animations for the boss working
      • Need to figure out a falling animation
    • No animations for the goblins yet
  • Also made some minor tweaks to the HUD and lighting
    • Just can't be satisfied with the lighting
    • Added anchors to the HUD so it should work for multiple resolutions
    • Tweaked some other various things with the HUD

TODO:

  • Get animations for the goblin and put them in
  • Get the rest of the boss animations working
  • Implement combat for the AI
    • Hopefully I can figure this out
  • Like I said above fix that falling animation for the boss

Day 10 - July 18th Progress by Atmostphear

I know the date says July 19th but it's just past midnight so that doesn't count

  • Put in an actual playable character now with animations
    • Found some really cool models with tons of animations for free at mixamo.com
    • Also thanks to Anafeyka for the awesome Damascus Steel blade
    • The animations look a little strange in first person but they get the job done
New character
  • Still working on getting the melee working and will hopefully have that done by the end of day 11
    • I have capsule collision setup on the blade and damage is blueprinted but it's not being transmitted for some reason

Sunday, July 17, 2016

Day 9 - July 17th Progress by Atmostphear

  • Lighting is slightly better now
    • Still dark but playable and not hurting performance as far as I know
Current lighting setup
  • Got some new doors in that actually fit the environment
    • Thanks to Danimal and Yughues on opengameart.org for the awesome door
    • Also had to learn how to use Blender a little bit to export them properly so that took up most of my day
New door w/ animation
  • I've downloaded an idle and attack animation so I'm currently trying to get those in the game and functioning

Day 8 - July16th Progress by Atmostphear

This one's late again, had a busy day yesterday.

  • Spent a few hours trying to get the lighting fixed and brighter but still no luck.
    • Raising the intensity of the lights causes performance issues so I'm trying to avoid that.