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Planning, Product and Practical

Flow Chart Of My Processes

PipeLine.png

This is the pipeline that I will be following when crating my project. The main pieces of software that I will be using are Autodesk Sketchpad, 3DS Max, Substance Painter and Unreal Engine these will all pay there part in the creation of my project.

Gantt Chart

Mindmap - Initial Ideas

Innitial mindmap.png

MoodBoard

moodboard.png

Logo Designs

When it came to making my logo for my game there were lots of places where I wanted it to look different to how it did in the end, but overall I am very happy with how the final image came out.

Early concept art

city scape1.png

When I was thinking about the design of my street I thought that it would be a good idea to try and draw the area before I make the blockout. 

Asset List

Asset Creation

If you look at the video above you can see I am starting to make assets for my game and I am testing out substance painter to make them look like real buildings. I am having some issues with having the texture rotated one or two of the walls, also the textures are seeming to be stretched and I am looking into a way to fix this issue. 

Sprint Mechanic

When I was making the stamina mechanic I  used this tutorial to help me figure out the math that is needed for the stamina regen and usage on the button press, and if you take a look at the tutorial I followed for the original sprint mechanic that I used, It worked well and it still does I am currently having issues where I have a menu screen that coincides with the stamina bar.  

As you can see from the video above I ran into an issue, and I used the stuff that I had learned previously about I had to rewatch the tutorial to find my mistake, and the mistake was just missing a connection to the character movement controller.

Custom Movement

After I made the sprint mechanic I found a new tutorial for custom movement. Last week I made the movement work within Unreal Engine. Using this It allows me to change the movement speed and the jump height more easily by not having to go into the blueprint. It instructed me to make it a visible instance. 

Spline mesh Tutorial

I followed this tutorial and made the road, I used the mesh that he provided for this project and found a similar road texture to the one he had used. 

Level Design

I started off by making the main warehouse in 3DS max and then into substance painter, I found out that if I selected the model layer I could make the UVS Tri-Planar projection which would give me the best looking model. I then turned my vision onto actual level creation which was in Unreal Engine 4.27. I started off the week by making the road layout using a tool that I had never used before which was the Landscape spline tool which uses spline meshes to make the overall shape. 

Collection Mehcanic/Inventory System 

I followed a tutorial which had a download link to the project and the assets for the inventory mechanic. So the first thing that I did was download these assets and modify them to suit my general theme of my game by changing the colour scheme and the font for the word Inventory. I then imported them into my content browser in Unreal, By doing this I am able to change the widgets image with my own. I then took a look at the rest of the tutorial and started to modify the blueprints to make them work inside of my project. when it came to making the item that I picked up appear into my inventory I keep running into issues where it is incompatible so I am going to remake the whole inventory script/blueprint. I then found some issues with the tutorials that I was following, so I am having to move away from this idea. As you can see in the image below I had 2 instances of unreal engine open to find the issue within the blueprinting of the inventory system that I tried to add in to my project.

finding the issues in the inventory system.png

First play test

On 11/05/2022 one of my lecturers pointed out to me about the scale and the overall feel of the game felt 'Floaty' like he was playing Halo. So the thing that I can do to fix this is make the gravity higher or make the jump strength lower to make it not as "Floaty" and I have fixed the whole scale within the map to make it feel alot more realistic to the characters size. 

Substance Painter

With this project I wanted to push my self that little bit further by learning how to use substance painter. So I have but I have had one issue with it which is the UVS not mapping correctly I have tried to UVW Unwrap within 3DS Max but that did not seem to help it.

UE4Editor_bWVRA3mBPE.png

As you can see here is it is mapping wrong to the wall.

Dor UVS fixed .png

As you can see here this is fixed, I just used the line spline tool and went to each corner and made a full shape and then filled in the face by extruding it.

Software Issues

When I was trying to make the cityscape at home to use the greeble modifier I came across an issue with trying to update 3DS Max. This is going to have to make me relook at skyscraper creation. After a little set back I am able to make greebled assets at home this will make my final outcome look better as I am able to fill out the back ground of the environment.

Door Animation

When I was making the door have an animation, when you walk towards it, the door opens and then closes behind you. I was having lots of issues with the pivot being at the bottom, I then realised that when it was being exported It was making the pivot at the bottom as that is where it was touching the grid in 3DS max. 

Post Processing

When it came to making the environment feel like it is worn down and something deeper and more mysterious I have chosen to make my game have a foggy and dark scene. I accomplished this by moving the sliders and changing the colours around.

Creating a Menu

When it came to creating a menu I followed this tutorial that tells me exactly what I needed to add to make the menu, i feel like the outcome of this menu is good as it makes the game feel a lot more complete. (Aspland, 2022)

menu image.png
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