Posts

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.

BLOG POST #13

 I spent a lot of time making this functional RE style inventory system and is having trouble integrating the kit I am currently using with this. It probably will not be a important part of the level aside from holding key items.  But I am happy with the current result and it helped me to learn more about blueprints.

BLOGPOST #12

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 Finished the level design analysis and ldd for the level. I will work on getting everything into a presentation before Tuesday.  I will also start blocking out the level and find more specific reference images for my design. I plan to make my entire level in a single scene.  Also finished our first round of puzzle design for the capstone team.  This is a sketch of the layout I though of and how the environment is gonna connect with the puzzle. For capstone I am currently working on making my version of the white box for this area. I am also doing the blockout assigned to me from my capstone team for the opening scene. Our game is set in a desert environment so I will need to work a lot on the landscape. After some research, I decide to try using the heightmap to mimic desert. I have to make some adjustment after importing the heightmap as landscape so it look more natural and fit to the level. I really like how it turned out.

Blog Post #11

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 I am currently working on making the LDD and the blueprint for the Assignment. I wanted to make a RE style Inventory, and I was having a bit of trouble figuring how the detail, but this is what I currently have. This is a ai companion I made for my level, since one of the mechanic I want to include is to have Ashley helping player overcome obstacles. For now she simply follow our player around. I am probably gonna make a trigger event for the level that let her interact with player directly.

BLOGPOST #10

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  I've continued to work on my FPS level. Due to the nature of the game I choose(Destiny 2) I've decided to expand my level more so player can have larger movement space. Added dialogues and blueprints for interactions.  I've also changed my asset pack to FPS starter kit. The previous asset pack was not working properly and does not have good support regarding tutorials.