Today, I did some HTML practice with Josh just in-case I ever want to develop a website or my App for Mobile. Not sure when I will use this knowledge but I am now a certified HTML pro... 👍
Today and over the past weeks since late September I have been setting up the essentials of my game - whatever that may be so movement/ camera control and a sprint that will be needed for any direction I take the game in. These are the inputs and the logic for these features used by the gamemode base for the character the player controls used in every game I have made. Input Data in content browser. Most of these are booleans, except the mouse movement in which it is essentrially a check for whether a key is pressed or not. these inputs don't determine what the button does, rather is it being pressed or not. Input data mapped to different keys/ Mouse movement. This is how the yes/ no Boolean, checked for when a button which it is assinged to, is pressed This is the Blueprint which links the Player to Controller Inputs it assigns the keyboard as a controller to the player and casts the mapping of inputs to the character you control. These are the Input responses for Jumping, lookin...
On Friday the 2nd December we reshot our park bench projects as the initial material of each group was insufficient. (i.e. no clapper board, no audio from zooms for a majority of shots, not knowing the maximum height of the tripod and various other blunders) I wrote the script and illustrated a (vague) storyboard for the shoot as well as directing and acting. The shoot, although a lengthy process, was fairly simplistic as most shots were completed in 2-3 takes and we filmed on only one location. The cold certainly didn't help... When we got to the editing part of the process, I was slightly overambitious in my editing such as having the final shot be a freeze-frame of my final line with a slow fade of saturation, high to low and also then in another idea for the final shot, using a blur effect instead of a dissolve. Ultimately, the most difficult part of the entire process was matching .wav files to their respective clips because of the sheer amount to go through, with tools and ...
This week I have worked on a great many things, firstly there is some cosmetic additions to the level, which is still a little bare bones but I have at least made a start on it. in terms of texturing. I have then created a great many more assets integral to the escape the game/ escape your life feature such as the escape doors which will blend in with the level and be as hidden as possible as these endings although hinted at are meant to be a secret for the player to uncover. Most objects code wise are very similar, they all contain references to a part of UI which will appear when the character is near it and when interacted with the object will either appear/ disappear (Barriers/ Keys for doors) or there is the case with the doors which will change your level to a different one. All of them use the barrier code below with slight variation as at they're core they are all actors with a collision box and 2 states. This has lined up well for Easter as now a majority of code is done...
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