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Showing posts from March, 2023

Minigame Monday: Getting It Back

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  Getting it back: The concept: I returned to Unreal for this one; I decided I wanted to use the engine before I decided on the concept, but I soon came up with the idea of doing a volleyball game. This gave me the chance to experiment and practice a bit more with physics in unreal, and manipulating objects as desired. Unlike previous games in Unreal, I didn't tie myself to using C++ or blueprints, and instead decided to just use what made the most sense to me at the time. Suprisingly, I ended up using blueprints a lot more than I expected, I think because some of the logic behind them was starting to click with me, and I understood more that I could consider blueprint hierachy the same way as hierachy in C++. The challenge:  The first thing I looked at for this game was the physics, and making the ball feel the right amount of floaty so that it was possible to hit back, but also allow it to fly at a decent speed so that the player could add a decent amount of force to it. I played

Armageddump: Game Design

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 Armageddump: Game Design (The main post about this game can be found here) The context:  When I joined the team for this jam, it was very much as a programmer. I was suprised to find myself in quite a large team, although that was explained somewhat because the discord was a team that had done a number of previous jams together, and people would either take part in a jam or sit it out, either completely or only offering advice. The work for this jam was also quite split; there were a lot of artists and composers for instance, but each only created assets for one boss or so, meaning it roughly equated to fewer people putting more time in. After the jam started and the theme was announced, some of the ideas were amalgomated into the concept for our game. The project manager wrote a rough description of the bosses, with some attacks outlined but little more detail than that. To flesh out the game enough to start programming, a designer was invited to the project, but the concept didn'