Hi again, strap yourselves in because this is going to be a long one,
I'll try to keep the ranting to a minimum. So I've been working on this game pretty much every day, all day recently (apart from the weekends because that's when I work, as in my job). Thankfully the game is mostly done now yay...This month has pretty much just been issue after issue after damn issue and I've officially had enough, I'm in a really bad state mentally when it comes to stress and anxiety but it's almost done so there's that to look forward to.
So let's start from the beginning. First I finished setting up the first dungeon level by adding a win condition and objective so that's done. Oh yeah, and I added some intro text to let the player know what's going on because my original story went completely out of the window. Also, there is quite a cool sequence at the start of the level where the camera scrolls through the entire map, showing it off.
Then I focused on setting up the next level. Oh yeah and one thing I forgot to mention in the last blog is that the original ship I wanted to use for the second level could not be used as it had too much going on and making good colliders for it was near impossible, without making the ship look comically large compared to the player; thankfully I had another ship. So I had to set up the other pirate ship, which is the one you can see in the picture. And of course, I had to manually create all the colliders for the ship which took several hours as for some reason every move in the collider editor took like a minute making this a horrifically slow process. After that was set up I spent the next day and a half trying to set up buoyancy for the ship only to find out, after I set it up to work well is that I couldn't have the player move basically at all on the ship, especially not jump or dash as that would flip the ship over. great.
So I decided to make the ship a static model and not have it moving, I could animate it moving but I was running out of time so yeah, not happening.
Then I wanted to actually implement some gameplay for the second level, as it didn't have any yet. So I wanted to stick with the idea of having two teams of AI fighting, the only problem was that because I the bug my bandits have I would have to design completely new AI. I found this potentially very useful unreal marketplace package. This allows you to easily put AI into teams and chose the interacting behaviours between teams, which would have made my life so much easier. But of course, the package was only usable on unreal versions to the version before mine; meaning that it isn't supported on the version of unreal I'm using, even though my version has been out for I think like 8-10 months. So let's just say that I was unhappy as without something like that the AI teams would take a significantly longer amount of time to implement.
Here's the good news, kind of. I did manage to figure out what I was going to do for the second level, although I had to ditch the idea of two teams of AI. I'm making this a boss level! Which I think can also be pretty cool. So that's what I did I created a boss from scratch in like 2 days, he has multiple melee attacks as well as a pretty cool ranged leap attack (this doesn't look great because I had to stitch 2 animations together and eyeball the timings, but it looks cool I think).
So yay finally something to be happy about I've pretty much completed both levels, now just have to balance a bit and make sure everything works. Oh yeah and add all the menus, although I won't have a pause menu as even though it would be easy to implement it's completely unnecessary for this game as the levels are fairly short to play through. Now I've pretty much just got most of the dissertation to do and I'm free from this, although I'm honestly not too happy with this game it's too late to do anything and I hope it's enough.
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