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Showing posts from July, 2024

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