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...
For my degree project I have 3 initial ideas: 1. A first-person puzzle platformer game developed in Unreal Engine 5, the main mechanic would be the player having the ability to switch out a set of platforms with another which the player would use to progress through the level. There would probably be 3 levels and a hub world to connect each level with each level setting a different type of challenge to the player, going beyond just a change to the layout of obstacles, i.e. with my current plan I would have a level to get the player more familiar with the mechanics such as the switching platforms mechanic if I can implement it, platforms that appear and disappear on a timer, platforms and other terrain that have their gravity activate when the player touches them which should be fairly easy to implement because of "setenablegravity" which could be tied to collision with the player. the game would be similar to Portal (2007) and Portal 2 (2011) too I think which is o...
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 ...
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