Greetings & Salutations.
End of day five for me.
I have completed the boss battle levels, I had to split the level into two parts to avoid spending an extra hour or two to get a savegame for the boss battle so that you don't have to do the level over if you die.
My packaging test re…
Greetings & Salutations.
End of day four for me.
Today has gone really well, I am sure I will hit my deadline.
And I have done quite a bit according to TDL, But then a lot of those where small things like adding sounds and such.
I am planning to be 90% finished by end of tomorrow, Tha…
Greetings.
Day 323
I think I need to start off with this tip from uncle Eck "If you see yourself being lazy, call yourself out on it and get back to work!"
I have gotten a little lazy, I have been spending too much time reading and watching youtube videos instead of working on my game.
There are one …
So I have done some stuff since the last entry, Unfortunetly I am unable to recall them.
I NEED to take better notes...
I have just changed the handling of objectives for the UI.
I have changed it so that it displays a entry for each event channel along with the number of completed and total objectiv…
So, Here is the postmortem for my entry.
What went (mostly) right:
Using UE4 meant that I could get right into building the game and using stuff I don't think I would have completed yet by this time.
It is a time saver my WIP engine where I more or less spent the first day setting up the project and …
Final entry for WoA IV
I have finished adding sound effects, I should probably have spent a bit longer tweaking some of them.
Overall, I am happy with what I have achieved.
I had to cut some planned stuff due to how close it is to the deadline.
One really good thing I am going to put to use soon is w…
End of day 6 for me now.
I've managed to get some good progress done.
Some things done:
- Added sound effects for: Shadow mode, walking, taking damage.
- Added some music for ingame and the menus.
- I've done the menu's, Just need to go back and scrutinize the credits screen to make sure I got everything rig…
End of day 5 for me, It is 22:50 local time (UTC/GMT +2).
Things done today:
- Created a prefab(Blueprint) of a raised platform in the shape of a U with two ramps and AI and spawn markers.
- Started working on the first Ruin.
- Created some basic materials.
- Some other things that I am unable to recall at the…
Hello again.
End of day 4 for me.
I have some AI lights that can: Patrol route, Move randomly Or do absolutely nothing :)
I've got a tentitive title of "Shadow raider of the Ruins".
The basis is that you are a ruin raider (people leave valuable stuff in ruins all the time, right?) that can become a s…
Hello one and all.
I have not done much (other then thinking and reading) on ToyMission.
I am going to switch over to either monthly entry on the last friday with entries inbetween if necessary, Or every other week on a friday.
I have had an idea to add two platforms to ToyMission: One that fades i…
Hello again.
I have gotten the FPS template to a point where there are a few different weapons: Semi automatic gun, Fully auto gun, burst fire gun, Energy gun(semi).
The players can: Run, Walk, Jump, Pickup weapons and energy cells.
I also have a "feature" you can take another players weapon (I have …
Greetings and salutations :)
It seams i've spent my dev time working with replication in UE4.
It is suprisingly easy so far, You mostly have to set variables and functions to be replicated (and wheather they are to be done reliable and are to run on the server, client, multicast).
I will still think…
Hello again.
Unfortunetly I have not started working on "Toy on a Mission" yet, It seams that messing around with UE4 networking is rather interesting.
I have got the FPS template to have the player replicated (but still have to replicate the weapons pitch) and have got a basis for weapons done.
Rig…
Hello again.
Development has stalled :(
Taking Uncle Eck's Advice: again, I have been lazy.
I have not made time to work on this and I let some multiplayer testing distract me for a few hours (Added MP to the FPS template & ammo counter(mostly)).
My biggest problem is designing levels, I have do…
Hello again :)
Unfortunetly I have not been able to spend as much time as I wanted to working on the game.
And I have been unable to create any moduler puzzle pieces.
Creating puzzles is much harder then I thought <_<
But, I have started looking into maze generation algorithims to help with tha…
Hello again, And welcome to this week's Journal entry.
Things done this week:
- 65% done on the new level
- [100%] Workout why the player looks like he is moving though molasses with the reduced Drop impulse, Solution: I used a player start actor to place the actor, Must have been a setting.
- A few misc tw…
Hello again, And welcome to this week's Journal entry.
I don't seam to have done much this week, Again <_<
But I have started working on a prototype level(Another one anyway), And yes I am supposed to be cleaning up the existing three levels.
But I am approaching this one differently, I am usi…
Hello again, And welcome to this week's Journal entry.
UE4.11 with Intel Embree does seam to be a lot faster building lightmaps (just like Epic said).
Removing one of the 4GiB RAM sticks seams to have solved the BSoD issue, I should probably do a soak test to make sure.
Stuff done this week:
- [100%] F…
Hello again, And welcome to this week's Journal entry.
Stuff done this week:
- [25%] Finish the movement test map (It is to test all the moves that the player can due to make sure that something has not gotten broken)
- [75%] Finish "Create a C++ (base) class to handle the CubeKey gameplay event handling…