Summarized Daily Log, Game Jam's Duration Only
NecroNeedle Frankenstien » Devlog
Day 0, May 21st, 2024
Tasks Completed
- Decided the game jam's main goal is pre-production and production.
- Used AI to research pre-production and found a video on paper prototypes.
- Brainstormed 10 game ideas.
- Combined similar ideas using convergent brainstorming.
- Scored ideas on Shippability, Marketability, and Personal Excitement.
- Chose "NecroNeedle Frankenstein" based on capabilities and excitement.
- Developed core game mechanics:Stitch together a zombie.
- Split the game into two phases:Phase one: Similar to "Operation," where body parts may need replacing.
In-Progress and Notes
- Implementing core mechanics for stitching zombies and solving puzzles.
- Developing the two-phase game structure.
Reflections and Next Steps
- Reflect on the effectiveness of convergent brainstorming.
- Further develop core mechanics and refine the two-phase structure.
Tags
- #GameJam
- #PreProduction
- #GameDesign
Day 1, May 22nd, 2024
Tasks Completed
- Created and tested a paper prototype with my 9-year-old son, Dimitri, who provided great feedback.
- Watched videos on paper prototypes and game design documents.
- Digitized efforts and created the project using a blank template.
- Documented ideas in Obsidian.
- Set up the initial project, resolving symbol errors using Visual Studio.
In-Progress and Notes
- Documenting player and AI actions.
- Aiming to complete Day 1 of a 3-day game creation window.
Reflections and Next Steps
- Reflect on Dimitri's feedback and identify more engaging moments.
- Continue documenting and refining the project setup.
Tags
- #GameDesign
- #PaperPrototype
- #ProjectSetup
- #Documentation
Day 2, May 23rd, 2024
Tasks Completed
- Set up player inputs, interact interface, interactable actor, game mode, and main player blueprint.
- Imported skeletal mesh hands.
- Tested the interact interface with a test message.
In-Progress and Notes
- Created a version control point due to successful implementations.
Reflections and Next Steps
- Reflect on the successful setup and testing of the interact interface.
- Plan to refine the interact interface and integrate more complex interactions.
Tags
- #GameDevelopment
- #PlayerSetup
- #VersionControl
Day 4, May 25th, 2024
Tasks Completed
- Set up animation montages and created variables in the main player blueprint.
- Created a delegate for item pickup and resolved delegation issues.
- Refactored item pickup to attach items to the player instead of creating new spawns.
In-Progress and Notes
- Continued setting up the coffin actor.Implemented
- Working on attaching body parts from
MainPawn
to the coffin.Considering consolidating "remove" functions into the coffin class.
Reflections and Next Steps
- Reflect on the need to consolidate "remove" functions.
- Plan to test
DropItem
functionality to ensure zombies can hold items.
Tags
- #GameDevelopment
- #AnimationSetup
- #CoffinActor
Day 5, May 26th, 2024
Tasks Completed
- Discovered the "grab component" concept in Unreal Engine.
- Successfully spawned zombies with body parts.
- Created C++ files for an AI controller and zombie character.
- Found a workaround for assigning the static mesh component of the body part blueprint.
- Ensured zombies spawn with an AI controller.
- Implemented zombie movement towards the player upon spawning.
- Completed door opening when a character overlaps the platform.
- Finished the zombie behavior tree, allowing zombies to open doors and proceed after creation.
- Uploaded a version of the game.
In-Progress and Notes
- Encountered a null pointer issue when checking for body parts.
- Need to fix the removal of body parts from the coffin when it spawns.
- Need to create a behavior tree for the zombie to follow the player and stay when needed.
- Need to create button platforms that open doors to the next area.
Reflections and Next Steps
- 🧠 Reflect on the "grab component" discovery and its integration.
- Address the null pointer issue and assignment override problem.
- Complete the behavior tree for the zombie.
- Expand door opening functionality to include multiple platforms and doors.
Tags
- #GrabComponent
- #ZombieAI
- #BehaviorTree
- #DoorMechanics
NecroNeedle Frankenstien
1st Person Puzzle
Status | Prototype |
Author | KAPGamingStudio |
Genre | Puzzle |
Tags | 3D |
More posts
- Devlog 3 SummaryJul 12, 2024
- Week 2 SummaryJun 15, 2024
- Week 1 Summary: Game Development ProgressJun 08, 2024
- Revision of Core MechanicsMay 31, 2024
- Game Jam SummaryMay 31, 2024
- Summary of ideas and executionMay 28, 2024
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