Posts

Game Gen - Week 31

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 Back in Action I was thankful to get to take a couple of trips this September for my birthday and for the Affirmation Deck project! The events went well but I've been pretty wiped out from all the traveling and excitement. That being said, I still made some progress in my Space Paws game which I'm excited to share! Last Star Paws Progress: Last we left off, I had just finished getting the "explore" functionality working for players to discover new resources on which they will be able to build farms. This includes a timer function that uses the resource's distance from the player's base to calculate how long the discovery will be.  Latest Development Checkpoints: Getting Organized:  To get myself better organized as I tackle this complex game, I started creating a "Jira" project to map out my tasks better. This really helps me stay focused on one step at a time without getting too ahead of myself and where I'm currently at in development.  I can

Game Gen - Week 27

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Star Paws Continues!  Furthering my C++ Knowledge Star Paws is a resource management game I've been developing using C++ and Unreal Engine. After a brief break to work on other projects, I'm back to creating the core systems that will make up this exciting space-themed game. Before diving back into Star Paws, I completed a few other projects, most notably the game jam project "Blood Cell Bash." I'm thrilled to announce that this project secured 2nd place in the game jam! This success definitely boosted my confidence as I returned to Star Paws development. Last Star Paws Progress: When we last left off, I had just implemented the trading system, which is now about 80% complete; to continue on, we need to develop other systems that will integrate with trading. For the past week, we've focused on creating the resource map, allowing players to discover resources and transform them into farms or mines. Last Two Weeks: Development Check-Points Here's a brief ove

Game Gen - Week 25

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Nearly Finished with the Game Jam! Blood Cell Bash - 2D Browser Game Development: The idea for this game came to me after a conversation about blood types and the immune system with my partner. I thought, "This could make for an interesting game!" and that's how Blood Cell Bash was born! I aimed to create something quick, fun, and with minimal artistic details to convey the concept effectively. Blood cells in a bloodstream seemed perfect—simple visuals and straightforward functionality. Here's a look at the progress so far, though I'm still making a few tweaks before releasing it on itch.io: Here's a short video of some of the gameplay: Here is some of the code work I did in Construct 3 for the different functionalities: Setup: This is the "begin play" section in Construct 3 that initializes some of the core game functionalities. Player Movement: Here's the code for how I implemented player movement. Bacteria Functionality: I used functions to

Game Gen - Week 23

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Finished Tarot Game and Continued 2D Mobile Game Progress: The last two weeks I have made progress on two different games I've been working on. I finished up a demo of a Tarot Card experience that my friends and I have been working on, and I think it came out really nice! Here's a video going through how I created the game:  Tarot Game Video Overview: This is a somewhat simple game, but I learned some cool new tricks, including using Media Players and playing videos using Blueprints. I also learned a lot about using Lerp and Timelines to move objects. I had a lot of fun creating this with some help!  The art is nearly complete, though I have some touch-ups I want to make on the card art itself.  2D Game Progress: I also continued to make progress on the 2D Mobile game "Starpaws" that I've been developing. We mainly worked on the trade and inventory system, including a save system that works with the inventory. So overall we created a save system, a trade inventory

Game Gen - Week 21

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Nearly Finished My First Unreal Engine Game! Here's a short video of the latest update to my 3D Wave Survival game, which I named Spellbound Siege! We will have another official playtest next week so I can get any major bug fixes in before releasing this demo game to the public! Updates Since Last Report: Boss Spawn: Every 5 rounds, get ready for a new challenge! I've created a boss that spawns with sophisticated mechanics! It’s been a great learning experience designing a boss with varied attacks based on the player's distance. This addition brings a fresh layer of strategy to each playthrough. Updated UI:  I’ve overhauled the UI for a more cohesive and intuitive experience. Enhancements include a new how-to-play guide, additional options in the pause menu, and credits that roll at the end of the game. These updates should make navigation and gameplay smoother and more enjoyable. Player Spell Switch:  To spice up combat, players can now switch between two different spells

Game Gen - Week 19

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Continuing in C++ and Unreal Engine! Over the last two weeks, I've focused on developing the core mechanics of my 2D resource game, "Star Paws." Here's a summary of the key C++ classes and functionality I've implemented: Here are the C++ Classes and functionality I've made over the last two weeks: Here's a short GIF of my 2D game, which is still very early in development.  Player Character  Setup : Created a Paper2D character using a C++ class, then converted it to a Blueprint. Functionality : The player character moves to the Base Console on tap, triggering the Base Management mission control menu upon arrival. A snippet of how we control the player's movement with timers.  Trade Table System  Structure : Developed a C++ class and Blueprint for managing trade goods using Enums and Structs. Mechanics : On interaction, items are sold, and the appropriate gold amount is added. NPCs trigger sales by moving to the table and purchasing items. A weighted sys