This Week This week, I've been working on my fishing system. I got a fishing rod model from Sketchfab, and added a socket to my turtles skeleton, allowing the turtle to hold the fishing rod like a tool. I then got a simple click detector set up to make an animation play to cast your rod, and made it fire a bobber like a projectile. I also created a small patch of water that detects when the bobber hits it, which will allow me to trigger the start of a fishing sequence. Next Week I'll have to try and finish up the fishing sequence tomorrow, and then have you be able to sell fish and buy upgrades. I may have to scrap the boat system if vehicles take too long to create, but I've got a simplified version in mind that will hopefully let me keep it. Updated Schedule
0 Comments
This Week This week, I spent some time importing the turtle model into UE5, and making sure the materials and animations worked. The materials were a bit of a pain, making me have to try a few different methods to get them onto the model, but it ended up working out. Using the animations from Mixamo went surprisingly smoothly, and I was able to get the turtle set up as a playable character with relative ease. Next Week I'll mostly be working on my blueprints next week, and getting a basic playable game going. I'll most likely have to cut out a couple features, or at least find a simpler way of making them, as I don't have too much time left in the school year to work on this. Updated Schedule
Current Week I mostly spent the week finishing up the turtle model and adding a material to it. I also had to mess around with it a bit in Mixamo in order to have the shell not bend during animations, since it extends behind the limbs. Thankfully, it was compatible with Mixamo, but I was unable to add a tail as it would mess up the automatic rigging. Next Week I'll probably be continuing programming the game, as that's the bulk of what I have left to do. I'll have to figure out how to get the animations and character model into UE5 to start though. Schedule (No Changes)
Current Week Due to having a shorter week and being a little burnt out, I didn't get to do much this week. I started modeling the player character, which is a bipedal turtle, but did not manage to finish it. This character will also probably be used for NPCs. Next Week I'll mostly just be finishing up the player character model, as well as texturing it and figuring out how to rig it. If i finish that, I'll work on animating it, most likely using premade animations. Updated Schedule
Current Week I've mostly been working on building the terrain for my game this week, which hasn't been too much of a problem. I've been using different sculpting tools to create different types of terrain to build the lake, the flatter areas around it, and the surrounding mountains of the map. I don't have any images at the moment due to not being at home at the moment, but will include some in next week's reflection. Next Week I'll mostly be finishing my terrain then importing some assets from the greybox next week in order to create a mostly finished version of the map. I'll also need to figure out how to make proper water for the lake, and get a character model figured out. Updated Schedule
Current Week This week, I primarily finished my greybox and began sculpting my level geometry. The level geometry is heavily WIP and I don't have images of my progress at the moment. The greybox didn't turn out too terribly, although I'll definitely need more assets. It did help me finalize the style I was going for though, and I got at least a little bit of basic modeling experience through it. I'm probably gonna have to create a good few new assets, as I didn't manage to find a good asset for the player's character online, among other things. Next Week My next priority is finishing up the level geometry. I've still got a lot to go on that, so it may take a while. I'll probably also add some more assets to the game, as I will need the player's character, plenty of fish, new boats, new equipment, and some extra details for stores and such. Schedule (No Changes)
Within this quarter, I began creating my own full game from scratch. After some consideration, I decided to entirely change my direction for the game that I was planning to make, as my previous idea was a bit too ambitious for the time I've got for the rest of the year. It's mostly just been map design so far, using Adobe Illustrator in order to create a basic 2d layout with a legend and scale, then recreating that design within Unreal Engine. So far, I've whiteboxed and greyboxed the design, using basic modeling and selection tools for the whitebox, while using some assets found online paired with some that I created myself for the greybox. I also created some assets within 3ds Max, and I'll likely have to create more, using a variety of tools like poly editing.
Current Week This week, I finished up my whitebox for my game, and began on my greybox. I didn't manage to complete the greybox, and I don't have current progress pictures for it, but it should be completed over the weekend. The whitebox itself turned out pretty nice, although it was a little tedious to do the terrain for. I used some modeling tools within Unreal to turn a block into most of the terrain, so it'd definitely be a pain to change, but I'll be recreating it as actual terrain at some point so it should be alright. Next Week Next week, I don't have any specific assignments to do for progress on the game, so I'll likely begin sculpting the geometry for the level. I'll have to work out some of the spots in my map that seem a little strange for that, and of course add some more detail. I'll also have to figure out the water for the lake, and maybe waterfalls as well. Updated Schedule (Added to PBM)
Current Week This week, I began and completed the asset creation task, and began the greyboxing task at home. While working on asset creation, I ran into the problem of entirely forgetting what I knew about 3ds Max. I had to quickly relearn some of the basics in order to make a model using vertex editing, which thankfully wasn't a huge problem. However, I wasn't able to figure out the texture editor in time. The model didn't turn out terribly though, and if I have to use 3ds Max for future tasks I'll be much better prepared. Next Week
I'll mostly be focusing on finishing my greybox at home next week. I'll need to find some more assets to replace existing ones in the whitebox, and I'll need to prepare the presentation afterwards. I also will have to add some things for the portfolio check. I can most likely just find the resources for greyboxing online, so I should be mostly set. Updated Schedule (Added to PBM) This was my first project in Unreal Engine made without following a tutorial. I was given the option between making a maze runner, treasure hunt adventure, wave-based survival game, and platformer challenge. I decided to go for the wave-based survival game option, and added a few extra mechanics. I first created an enemy that constantly follows the player and deals damage when they get close. For this, I had to create a simple health system for the player, which also includes regeneration. I added some animations to it and made sure I could spawn in several of them without any problems. I then reused the map I chose for the first person shooter project, and changed some lighting to make it nighttime. I also reused the gun I created in the same project, changing some aspects of it to be able to damage enemies instead of targets, and added an upgrade system with cash you obtain from enemies. I set up a few random target points throughout the map, and made enemies spawn randomly on each one. After setting up waves and scaling, the game is fully playable with ramping difficulty and player upgrades.
|
AuthorI'm a senior at Chapel Hill High School, trying to take different classes and improve my skills. CategoriesArchives
May 2024
|