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Post 10 – Final Optimisations

Hello, for one more time!

This week was quite jarring if I’m honest. Between time constraints of the merge as well as other modules, a sub-par amount of work has been completed this week, and I accept this.

On the bright side, my individual essay as well as blogs are all finalized upon the end of this post, and so even though I haven’t been outputting a significant amount of work within my program, I have been working towards the end of this module.

To conclude what I stated in my reflective essay, this experience has been mostly positive. I apologies to my team for the absence of work this late into the project, and I express my gratitude to all members of Team 7, or ‘7 point games’, as they have all been incredibly helpful towards me, and I can’t wait to see what the next year has in store for everyone.

Thank you all, it’s been a fun journey, man. (see what I did there? I’m hilarious).

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Post 9 – Health Collectible

Hello,

Back to the inventory system, what I’ve done this week is create a brand new collectible for the application of healing to the player. As well as this, I’ve also created a way for the consuming of the collectible and also the function of healing the player.

The video discussing these changes to the inventory system are as follows:

Thanks for reading!

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Post 8 – Ranged Enemy Damage

Hello,

Once again, like the melee enemy model’s application of damage, the ranged enemy also needs a way of applying damage to the player, and so this week was to do with that.

I do apologies for the shortness of work this week however. As we draw closer to the deadline, the individual essay and other time-restricted jobs also need to be completed so this week I had also began that as well. I just wanted to make a note of that so that it could be understood why I have produced little in the way of Unreal Engine Blueprints.

As well as this, I shall post an image this time of the blueprint given that I’ve already discussed how application of damage as well as taking damage works, to make this blog more concise.

The image is as follows:

Thanks for reading!

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Post 7 – Melee Enemy Damage

Hello,

To branch off last week, this week shall look more in-depth into the how the enemy melee AI sends information to apply damage to the player.

Simply put, I’ve created a collision box much like what the player uses for their weapon, that sends an ‘apply damage’ message to the player and if the player receives this damage, they lose health.

A video to demonstrate this is as follows:

Thanks for reading!

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Post 6 – Damage Application

Hello,

This week my team needed a way for the enemies to apply damage to the player. To do this, the means of which shall branch over the next couple of blogs, it was simply an issue of allowing the player character to detect whether they should be damaged or not, and applying said damage.

The video for this demonstration is as follows:

Thanks for reading!

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Post 5 – Optimisation

Hello,

To balance the addition of gameplay features with my primary focus (optimization), I will discuss more optimizations that I’ve made over the course of development.

They are quite minor so would be difficult to discuss their impact without a video, so text shall be kept to a small amount for this blog.

The video that discusses these optimizations is as follows:

Thanks for reading!

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Post 4 – Inventory Sytem

Hello,

This week was my first proper project within the game system, so it’s going to be a long blog.

I was tasked with producing a way for the collectibles system to be stored effectively for the player, so that they can both be used in tandem to allow the player to store health packs or other items in future development.

This system was split into the following:

  • HUD for the visual side of the inventory
  • InvComp for the logical side of the inventory

A video explaining all of this system is as follows:

Thanks for reading!

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Post 3 – Optimisation

Hello,

This week I’ve been looking into ways to optimize some of the code within our game to perhaps make it run a little quicker.

The main way I was told when discussed with my group was to avoid casting and instead use interfaces to do their job. According to my peers, casting can be slower if used frequently, so to cut down on it would improve game performance.

I did this by creating an interface so that whenever a cast for the player character would be used, it would run through the interface to return the necessary information instead.

A video discussing this is as follows:

Thanks for reading!

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Post 2 – Collectibles

Hello,

This week I was tasked with the creation of a small system of collectibles, to hopefully interact with the future inventory system that I have also been set (more in week 3!). This was quite a simple development, but a necessary one to ease myself into the engine, from which I had little experience of.

A video of the collectibles system is as follows:

Thanks for reading!

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Post 1 – Welcome!

Hello World, and welcome to my blog!

This should hope to assist in seeing what I’ve been up to within my journeyman team, and to show the progress is made to produce a vertical slice by the end date.

I will do this in video format, so that it is easier to demonstrate what I’m doing, and keep text to a small amount.

This week was the formation of our teams, as well as a preliminary discussion about what game we want to build. Following this, we produced a report about some research that each of ourselves did to better understand the genre of game we were going for.

We then came to the conclusion that we wanted to be inspired by the Castlevania franchise. Overall, this week was less about producing work and more so becoming acclimatized to the group, so that we can hope to work better in the future.

The report is as follows:

https://liveteesac-my.sharepoint.com/:w:/g/personal/w9026758_live_tees_ac_uk/EWhAtcMPAQRNkThJta6d-DAB8sC7PyfSpczQauCNGUN-Aw

Thanks for reading!