Thursday, February 29, 2024

Game Gen - Week 2

Getting A Game Going!


This week Vives and I really ramped up this fun little game idea. We went through a lot of different topics, continuing to focus mainly on different elements of Blueprinting. Here are some of the things I accomplished this week:

  • Created an enemy AI with blendspace-controlled idle/run/walk animations. 
  • Created a Blueprint for a floating damage indicator next to the AI on the damage. 
  • Created a death sequence for the AI on 0 health, including animation and populating a Niagra component. 
  • Created a parent Weapon Bluepring and two separate child weapon BPs for Sword and Spears. 
  • Created a single parent Weapon Rack with an instance-editable variable for placing different racks for each weapon type. 
  • Created a UI element to count how many enemies have been killed. 
  • Created a blackboard to control AI movement, which currently runs a sequence of finding and moving to the player, waiting, finding a random spot, going to it, and repeating. 
There might even be more I'm missing.. we did so much this week! Here are some videos, pictures, and gifs to show my progress so far! 

Here's where I am at so far in my game development:

Here is the functionality of the weapon rack which has variables that allow each instance to be different. 

Here is how my AI controller is set up to get references sent to the AI Black Board. 


This is the Black Board tree for the AI's actions. 

This is the Blueprint for the Damage indication text I implemented on the AI. 

   This is the Enemy BP's Blueprinting that handles the damage, and death and effects the variable to count how many enemies you've killed so far. 


This is the pickup action for picking up the weapons. 

This is how I apply damage from the weapon to the enemy on weapon overlap. 


Thursday, February 22, 2024

Game Gen - Week 1

 This Week In My Adventures...


  • Imported Public Domain Assets
    • I utilized assets from various websites licensed with Public Domain to make the level more interesting. 
  • Created Third Person Project
    • Walked through setting up a new third-person project with Vives.
  • Created Hamburger Pickup
    • What started as just a plain white ball pickup turned into a fun giant hamburger, resulting in a normal-sized hamburger in your hand on collision. 
  • Created Health and Mana Reduction Items for Testing
    • I jazzed up the basic HP "damage" causing item and replicated it for mana reduction. 
  • Created Health and Mana Potions for Restoration
    • I found more public-domain assets online to use for my health and mana potions. 
    • I then implemented the same functionality as my "damage-doers" but instead of subtracting from the variables, I added to them. 
  • Created the Beginnings of UI with Functional Health and Mana bars. 
    • Vives taught me how to start making a basic UI including a health bar. I then replicated this functionality to work with the mana variables instead of creating the mana bar. 

Here are some examples of what I accomplished: 








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