Journeyman Week 11

For the 11th week, both me and another member of Group 6, Cameron Wren, were tasked with the full implementation of the loss state into the master build. We spent around 3 or so hours going through what we needed to get implemented, unfortunately having to deal with my laptop crashing and Unreal Engine freezing on my end. We ended up settling on Cameron adding in the loss state and checkpoint blueprints manually on his end so that it could be added without issue.

I was also tasked with doing the storyboard for the vertical slice of the project, which will be finished by the beginning of week 12.

Journeyman Week 10 & Easter Break

Over the Easter break, I managed to complete research on the loss state but I mainly took time to rest and relax due to stress from work.

For Week 10, I started working on the creation of the loss state in Unreal Engine blueprints using the tutorial that I had found. I also wanted to take another look at the checkpoints to make sure they were working and ended up adding in the loss state to the already established respawn blueprint as the loss state worked fairly well within the checkpoint blueprints.

Journeyman Week 9

For week 9, I was tasked with starting to look at the loss state for the project. This involved researching how this worked and how to implement it into our project. I also wanted to look at finishing with the checkpoint bugs, which I was able to get most of the issues resolved with only a few minor tweaks needed to get it 100% functional.

I began looking at various tutorials online, more specifically YouTube and Unreal forums for the loss state while also looking at how to trigger the loss state screen or, to put it simply, a “You Died” screen.

The next 3 weeks are for Easter, where I will be taking a break for the most part, while also making sure to finish research on the loss state and potentially begin blueprints.

Journeyman Weeks 7 and 8

For week 7, I was tasked to complete the checkpoint toolkit for the game, which initially seemed to work, however, there were a few bugs with this which I have been working on alongside researching moving platforms. By week 8, the moving platforms were decided to be unneccesary for me to do by the leads, therefore, while still trying to fix the checkpoints, my research changed to looking at loss state. By the end of the week, the checkpoint toolkit has had a couple of bug fixes, however, there is still one bug where, once the checkpoint is triggered and a kill switch is activated, the checkpoint creates a second player character that sits in the background. This bug will be fixed by the end of week 9.

Journeyman Weeks 5 and 6

For the majority of week 5 I was extremely ill, meaning I wasn’t able to get much done. However, by the end of the week, I was able to slightly work on the close combat portion, but with only placeholders for animations for the time being. For week 6, I was tasked with simply making sure the close combat was done, as I was still fairly ill, and then starting on a checkpoint toolkit when possible. By the end of the week, the close combat was added to the master build and I have began researching and working on the checkpoint toolkit.

Journeyman Weeks 3 and 4

The character movement task was adjusted to involve the whole team as a way to let everyone try out blueprints. Finished learning the basics of Unreal blueprints and mostly finsihed a prototype of close combat. The close combat mainly just needs the correct animations to function correctly and will probably need to be optimised a little so that it is much clearer. The values used could be adjusted as required by the team.

Journeyman Beginning Weeks

Researched the Castlevania series by watching the Netflix series, playing Castlevania Symphony of the Night and doing some online research on characters and the game from a programming perspective. Also, began to look into Unreal Engine 4 and blueprints as I need to learn how blueprints works in comparison to Visual Studio.

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