Tuesday, November 8, 2016

Homework 8 - From Blender to Unreal to Git: A Huge Pile of.. Gold

Here is the object I created for our game, it may not look like much, but it will be the main collectible in the game. It is a pile of gold that will glow and make a sound when collected.

Here they are in Unreal, where a gold texture has been applied, and they have a light added above them to make them "glow." I have also made them blueprints, and added code to make them collectible.

(A picture will be added here when all group members have created their assets and uploaded them to git)

Tuesday, October 11, 2016

Homework 6 - Git Repository: Git Gud

After much confusion and many help articles; our unreal project has finally been implemented into the git repository.
My username: cgregory11
Link to repository

Wednesday, October 5, 2016

Homework 5 - Game Asset: Code & Cubes

In Unreal I created a blueprint that allowed the player to pickup or move around objects based on their mass. Below is all the code used to accomplish this. Not only can the player pickup and move the objects, but they can use the mouse wheel to move the object closer or further from them. However, if the object is over 1000 kg in mass, the object will only slide on the ground and will not be able to be picked up.

In the testing room, I set up cubes of various sizes and masses, and a ledge behind the cubes.

The smaller cubes are picked up and moved around easily, and the player is able to pick them off the ground.

When a large cube is grabbed, it can still be moved around, but can no longer be moved off the ground.

Yet the player can still use the mouse wheel to bring the object closer and further away.

A staircase has been built out of the blocks, so the player can make it up the ledge, and then the smaller blocks can be taken with them.

This will be extremely useful in our game, as there will be entire rooms dedicated to puzzles where the player must move blocks around to reach their goal. Also only being able to pickup the smaller blocks constrains the player from using the block in another area.

Tuesday, September 20, 2016

Homework 3 - Unreal First Steps: Dropping Balls

Dropbox Link

This is just a simple simulation to test the physics in Unreal, and also with changing textures. The balls simply fall down through some obstacles and then into chutes. Each wall is a cube, and the pegs are cylinders. The entire structure was made flat at first, with each wall and peg being set as a child of the main floor, so that, when completed, the entire structure could be rotated so that the balls would roll down.

The walls were made transparent by changing their material. This was done so that the balls would be more visible when rolling down.

And, of course, only the balls were given physics so that the level would be stationary while only the balls would roll down.

Homework 2 - Team Meeting 2: Electric Boogaloo

We met a second time with all group members present. After much discussion and after lots of ideas being thrown around, we had finally decided on a couple aspects of the game. The art style will be dark and mysterious in a sandy environment, most likely inside of some kind of ancient pyramid. The game style is not set, but we're leaning towards the major theme being a puzzle. The game will also be in the first person to enhance the dark mood and to put the player in the shoes of the main character.

Tuesday, September 13, 2016

Homework 2 - Team Meeting 1: Initial Thoughts

We met with our final group member and discussed everything to get them up to speed on what we were doing. While talking about ideas of and about our game, we noticed that we were leaning towards a puzzle game. Although, not a typical puzzle game; It would be first or third person and you would be able to move around. Horror aspects were also discussed, in a way such that the game would change as you progressed.

Wednesday, September 7, 2016

Homework 1 - Games: What I Like

Deus Ex: Human Revolution

I enjoy Deus Ex mainly for it's adaptive game play and none linear play style. In the game, there are various approaches to each situation, those mainly being what I like to call the "sneaky" route or the "all-out" route. You have the choice of playing such that you are never seen, or just run in guns blazing and destroy everyone. There are also many upgrades you can get while playing the game, there are many different routes to take, and getting certain ones makes every fight different.

The Legend of Zelda: Ocarina of Time

Image result for ocarina of time
Ocarina of Time is a classic for many people, as it is for me. The appeal is its rich story and vast open world. There are also many amazing boss battles and challenging enemies. This game was huge for me growing up, as I had probably beaten it at least 10 times, and every time I played, I discovered new secrets and solved puzzles that I couldn't do before. For me, it was like another whole new experience each time.