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Thursday, 4 December 2014

[Engine] Blueprint Updates

 Engine Update

Passive Mana Regeneration

Event tick, checks if mana is equal to or less than 99. If it is, It adds 25 mana every second until you're full mana.

Health Pickup:

Heals the player based on damage received in pickup blueprint

 Destroys actor, damages the player for -60 and prints on screen

 In Game: (also features the mana regeneration)

Potion System:

It doesn't work and I don't know why. But what it should do is destroy the pickup and add 1 to a potion counter, and on F key press it should check if you have 1 or more potions and if it does, heals you for 60 and then takes 1 potion off the counter then prints "You gained 60 health!".

The relic gets destroyed but nothing happens on button press.


Wednesday, 3 December 2014

[Team] Weekly Targets


Kyle: Create all the concepts and move towards completion by next week. (Interior of Tavern)
Ben: Create all the concepts and move towards completion by next week. (Exterior of Tavern)

Aidan: Work to the completion of our merchant Scotland
Aaran: Continuation of work on the models moving to progress and completion.

Rhys: Continuation of working Blueprints, working on the level design.
Mike: Continuation with Flynn working with the Skeleton and morphing with the Mo-Cap data.

[Pre-Viz] Kyle - My Asset Creations


These are some of the assets created from the designated list. Researching into the chosen references looking at what makes them stand out in a room and making a hybrid with our genre of Chronicles of Voidstone.




Crystal Deposit Basin
Crystal Lamp (Room or Desk)

Possible Scene Work

Friday, 28 November 2014

[Animation] Weight Painting










Problems encountered

  • The hip pouches proved a problem along with the belts
  • The shoulder, elbows and wrists were a minor problem
  • The foot and heel were a major problem 
Problems Fixed
  • I eventually managed to fix the pouches and belts their is still some clipping issue but I think its passable wont know for sure until a lecture looks at it
  • The shoulder and arms weren't much of a problem just some minor painting to fix that
  • After talking with Mark I was able to find a solution to the foot problem so that's fixed now I just need to do the right foot and then it should be done
Next targets
  • Talk to a lecturer regarding the painting to see if it acceptable or what I could improve on
  • Start with fixing the MoCap data so that I can start to see how Flynn moves around and to see if there is any noticeable problems 

[Engine] Velocity based fall damage, character death and other things

Kills the player

Fall damage based on how fast character is going instead of time in air
Health bars are working properly too

[Environment] This weeks progression


The progression moving on from last week and the work being completed and moving onto our next part.

Week 9 - Gantt Chart


Merchant Building #1

Merchant Building #2

Merchant Building Ref  #2



[environment] environment development

These are two of the warehouses that will feature in the level. The windows and doors are separate modules as it will save on polygons as the player will not enter any of these buildings for the time being.


Warehouse 2 wireframe


Warehouse 2 normal


Warehouse 1 wireframe


Warehouse 1 normal