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Summer 2024 Solo Project Dev Log Week 1

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  Summer 2024 Solo Project On Monday the 6th of May 2024, I have begun creating a solo game project during the summer of 2024. I will be documenting the development in dev logs on this blog.  To begin this project, I created the base documents that I will use to figure out all the different aspects of my game concepts. These documents are: A game design document (GDD), a level design document (LDD), a technical design document (TDD) and a idea generation document. These documents will explain what the game is, why I am making this game and how the game will work. In standard industry practice, there would also be a Narrative design document (NDD), however, where I am working solo on this project and that this game will be a simple game fundamentally, a document about narrative is not necessary. I will document narrate in both the GDD and the LDD. With these document templates, I create five folders with copies of each document in each folder. These folders are for a different ...

Final Project Week 11

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 In this week, I have used the feedback that I had been given in week 10 to improve upon the level. The first element that I have improved is the controls to make it more playable. Improving this was easier than I had expected as it only required the target of where movement should be applied from to be changed. The next task that I have completed is populating the level environment with static meshes. Below is a collection of screenshots from the finished level. With this, the last task that I will undertake is to create a video that compiles the production process of this project and then this project is complete.

Final Project Week 10

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 In this week, I had ran a second feedback form on the current build of my level to understand the strengths and weaknesses in my level at the moment. In this form, I learned that a core area that I will need to improve upon is the controls of the player character. This is because, players were having trouble with controlling the player character in the game due to the code for movement and the size of the player collision preventing entry though doorways. I had also gained from this feedback that the level is empty and that players would like more filled environment. I would probably do this adding static meshes of environmental objects to the level and by adding objectives that could be destroyed by the player. During this week, I had also began to create the blueprint for the objectives in order to make the level functional as a game. To do this, I created and added the four static meshes to it. One was the objective base, one the lower half of the objec...

Final Project Week 9

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  In this week, I have done a Production Video of the production process of this project. In this video, I had talked about the   processes or techniques that I had used in production that I had already knew and are new to me, I had talked about what had gone will and what would needed to be improved along with any feedback I had received, and finally what was next for the game project. The video can be found here:  The other task that I had completed this week is, the process of turning all BSP brushes into static meshes throughout the level.  With this, the majority of the level is complete and is fully playable. The next stage for the level is to begin to populate the level with decorations that will give the level a sense of realism and to give a more interesting environment. 

Final Project Week 8

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  For this week, I had taken on the feedback that I was given on Week 7 and had began to improve my level from the feedback. From this, my main focus this week was the expansion and improvement of the vent system. To do this, I had created another path for the vent system that exits the roof of one of the laboratories. This will help as it makes it easier for defenders to get to the objective they need to defend. I had also applied a vent texture to the whole vent so now the vent system is completed and can be marked as complete. With the implementation of the vent system, I had also added a crouch button to the game so that players can enter the vent by couching. I had done this by adding new blueprints of changing the height if the camera and mesh and by changing the size of the player capsule. The second task that I had completed this week is the creation of a ammo pack and a health pack. To do this, I first created a BSP of what I wanted the size o...

Final Project Week 7

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 In this week, I decided to create a formative feedback form for my current game level. To do this, I when onto Microsoft Forms and created a form and showed off the current build of my level to multiple people which then gave me feedback using my form. From the results of this feedback form, I had learned that players end up being lost and/or confused when playing my level and that the objectives on the map where not clear. This is a issue that I will need to address soon in the levels development. I had also gotten feedback about the vent system and players would want a more expanded vent system and a chance to go into the vent system in the game. I will have to create a quick block out of the new expanded vent system and the implementation of a crouch button. The next tasks for me to do are to expand the vent system and to implement a crouch button to enhance my game level.

Final Project Week 6

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  For this week, I had begun the production stage of my game project. For this, I had taken the block out level and had began turning the BSP brushes into static meshes and creating textures for them.  Here, I have done much of the exterior of the building. To do this, I took one of the static meshes and had duplicated it to quickly build up the level. In this week, I had also created the first blueprint code for the level. This is a blueprint where if the player presses E on the electrics box, all the lights in the level turn off.  To do this, I created a static mesh object of the electrics box with a red point light and a collision box. Then I created a Boolean that will toggle when a player is in the box and presses E. This Boolean toggle is then checked by the lights and if the Boolean is set to false, the lights will go off. This blueprint will help my game level as it add a different mechanic to the game level about visibility and lighting. The next things...