Summarized Daily Log, Game Jam's Duration Only


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

Leave a comment

Log in with itch.io to leave a comment.