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Showing posts from February, 2025

BLOG POST #16

Last week I finally finished my initial level blockout and Gave it to Kevin to review.      He gave me some feedback Spawn infinite enemies for chase sequence instead of making them immortal Trigger volume blocking bullets (fixed) I've also updated my business card. Last week I've also done A lot of visuals / set dressing for my capstone team. I am planning to completely reword my website and update it this week.     

BLOGPOST#15

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 Level is for LD2 Finished the whitebox part of the level, this week I will be implementing all the gameplay in it. Some issue that I encountered:     - Decide how Mr. X is going to die  (fixed)          - A ball is gonna fall from ceiling and smash him     - add a new playable area  (fixed)          - a upper level for the top level to push a trigger that drop a ball     - Navigation mesh disappear when geometry Collection become debris  (fixed)          - I initially used blueprint to spawn a geometry collection in place of a sm that has no collision but the problem still exist. And I found that you can disable "effect nav mesh" in detail.          - Connect pathnodes for new spawns          - how to destroy chaos object (fixed)

BLOGPOST #14

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 I am working on the Whitebox part of my level. Currently having a bit of trouble redesigning the layout of the dungeon/jail area. I will start to light the scene better once that is finished. Also need to implement gameplay this week as well.