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LOG #3

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  Had a long-form explanation of the game design ideas and my thought process but I’m keen to keep these blogs more concise so just gonna jump into it. Concept Art Took a break from unreal and created some key art. Some kind of tower point of interest in a dense area. Wanted to get some material shaders going in engine to having at least some kind of visual inspiration for designing a few textures was helpful. See a full timelapse video below the image, used blender and krita. Substance Designer Materials Created some materials for ground terrain, and tree bark. Vegetation assets were made using Tree it. Have displayed in varying roughness/wetness. The Mega Uber Super Material Shader An efficient workflow for authoring and managing materials is quite crucial for me as I’m only one person and as the asset count increases, so too does the workload associated with managing and editing my materials. For this reason, and to reduce GPU draw calls, I am using a mega material shader that w...

#2 - 11/09/2024

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Had a week break whilst on holiday but had some time here and there for some equipping development. happy to say the chunkiest majority of the system is now working and stable, with replication! Animation has also received some attention with a Layered system in-place using decoupled animgraph layers to integrate with the item equipping and actions logic. Armour/Wearables equipping has complete functions, with head, body, feet, and hands mesh swapping. Goals of the update I’m inspired by Bethesda's Creation Kit’s designer-friendly framework to create a similar framework for my game. I admit it pains me a bit to see the impressive RPG framework get bashed so often - it's a great framework with a level of interactivity and persistence I don't find too often in other games still today. Skyrim/Fallout has reliable, predictably consistent methods of agency across all areas of the game, items have physical weight, all npc can be damaged/interacted with, a big (somewhat) reliabl...

#1 - 20/08/2024

Welcome to the first Dev Log of my untitled game project. We’re making a 1-4 player, PvE, survival-focused game, with an emphasis on sandbox elements with rpg combat. Building/Camp mechanics will be a key progression loop, along with world bosses. My visual designs are vague, and will be refined as I go, when they need to be. In fact, I have been ‘working’ on this game for the past couple of years on and off - exploring solutions and finding what works, what doesn’t. As the project reached a point where all critical gameplay and core features were present and working, it was time to remake it from the ground-up (without all the bloat, broken ideas and unused assets) knowing the skeleton of what’s needed to complete the project. As for right now this log covers the first week of progress on this new remake, so we should see the project go from initial building blocks to a complete game. Here we go. Week #1 - Core Framework Using unreal engine, starting from the blank TPS template proj...