Week 2 Summary
NecroNeedle Frankenstien ยป Devlog
Here is a summarized review of what happened this week
Milestones Achieved ๐
- Completed initial project setup with assets and C++ classes
- Resolved bugs related to body part count and building errors
- Got core gameplay mechanics working
- Recorded video showcasing the operation part of the game
- Discovered new Motion Matching animations for future use
- Refactored interactable actors with a base class
- Finished setting up level blockout and Necromancer Master
- Completed player controller setup and asset consolidation
Work in Progress ๐ง
- Reviewing previous classes for consistency
- Setting up zombie platform checks
- Creating Niagara system to identify main coffin
- Adding lights and outlines for interactable objects
- Manually inputting INDEX for "Check Body Part" function
- Relocating out-of-bounds body parts
- Exploring Motion Matching animations
- Setting up Operation Game mode and refactoring PlayerPawn
- Creating level section for operation game
- Handling off-map body parts and altering main player
- Setting up input actions for operation mode
Bug Fixes
- Resolved body part count bug by refactoring functions
- Fixed building errors
- Addressed physics handle issue when items are destroyed
- Prevented body parts from flying away out-of-bounds
- Fixed overlay material bug with nanite by disallowing nanite
- Resolved velocity issue when resetting body part locations
Design Notes ๐
- Considering "absorbing" zombie essence or explosion mechanics
- Planning to use OpenGate/CloseGate blueprint events
- Tweaked main player light to be more ambient
- Considering static player or WASD movement after selection
- Using material overlays for visual feedback
- Exploring color-coding for Necromancer Master states
- Potentially combining Operation and MainGame on same map
Technical Challenges ๐งฉ
- Ensuring correct body part count without duplicates
- Avoiding "Get all actors of class" for performance
- Optimizing Niagara system for main coffin identification
- Optimizing light setup for main player and coffins
- Modularizing "Check Body Part" function
- Handling physics when items are destroyed
- Creating dynamic material instances
- Refactoring dependencies between modes
- Researching mode transition methods
- Ensuring mediators track everything correctly
Reflections and Next Steps ๐
- Revisit Mediator Interface, consider using delegates
- Implement checks for previous classes
- Explore zombie platform mechanics
- Recheck Niagara system and add outline effects
- Limit player movement or make static
- Implement material overlays
- Create Cpp version of Operation Game
- Translate functions to delegates
- Account for existing PNNF functionality
- Add SFX, VFX, and audio story
- Replace blockout with actual assets
- Consolidate dependencies and assets
- Ensure no Engine Content usage
Resources and References ๐
- Unreal Engine Documentation
- GameDev.TV Ultimate C++ course
- Previous project files
Tags ๐ท๏ธ
#GameplayMechanic #Performance #BugFix
#Blueprints #Cpp #UI/UX #Lighting
#NiagaraSystem #PhysicsHandle #MaterialOverlay
#DynamicMaterial #MotionMatching #PlayerController
#AssetManagement #MediatorPattern #PhysicsSimulation
NecroNeedle Frankenstien
1st Person Puzzle
Status | Prototype |
Author | KAPGamingStudio |
Genre | Puzzle |
Tags | 3D |
More posts
- Devlog 3 SummaryJul 12, 2024
- Week 1 Summary: Game Development ProgressJun 08, 2024
- Summarized Daily Log, Game Jam's Duration OnlyJun 02, 2024
- Revision of Core MechanicsMay 31, 2024
- Game Jam SummaryMay 31, 2024
- Summary of ideas and executionMay 28, 2024
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