Guess Who’s Been Busy

That’s right, it’s me. Capstone has been very taxing on my time, leading to a backup in blog posts.

Quite honestly my preferred method of blogging would just be to update you on everything we’ve done in a style more fitting of “Here is our game as of now, there are many changes,” but I’ve got to have a certain number of blog posts for the class. As such, I’m just gonna keep doing what I’ve been doing, but with updates for each week that we’ve done so far.

That said, week 10, wherein I:

  • Culled NPCs
  • Added a sound manager
  • Allowed vertical movement (for our ship painting, you can climb on the nets to go up)
  • Added functionality for a variety of painting interactions, using the cannon present in the ship painting and the well in the farm painting.
  • And yet more bugfixing

It was on the lighter week, and unfortunately because of how much more work needs to be done this week (presentations on Monday), I’m not going to do pictures.

It’ll be a little dry and boring, but there are more pressing matters to attend to.

So I culled NPCs, which basically means there’s an NPC system set up. For our game, it’s simplistic, we don’t have many NPCs, but if the forest painting has the potential for an NPC, he only appears in designated paintings, thus preventing every forest painting from having an NPC.

Nothing terribly exciting about the sound manager, that was just my first attempts at putting a wrapper on Unreal’s sound system to make it a bit more designer friendly and centralized. Has a play sound function, real fascinating stuff.

The vertical movement was the first iteration of allowing our player to travel up and down. It involved a lot of switches to gravity and movement before I decided on using Unreal’s character movement modes, and just setting the character to flying. Later we created a space painting that utilizes this mode.

Now the painting interaction functionality was the big one for that week, and core to the game. To properly have it so puzzles weren’t just used to travel between each other, we had to have the meta puzzle of the room, and then mini puzzles that you use to solve a larger puzzle. So the cannon interacts with all the different paintings – blowing open new passageways in the farm and snow paintings, tilting an adjacent ship painting, tipping a tree in the forest painting, etc, and the well does things like puts out the campfire in the forest painting, creates an ice block in the snow painting, and recursively triggers wells below it.

There’ll be more updates on how the week’s have gone soon, but as of now, sleep is pretty necessary to retaining a stable headspace. Until then.

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