My blog

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  • Boxing Game update 8 (19/01/24)

    Today I worked on fixing the bug where the enemy would be destroyed if they punched the player. As well as setting up a HUD. Enemy Header file After some testing I realised that only the player body had “OnOverlap”, therefore trying to get a specific overlapping component would always fail. Therefore, I created a […]

    January 19, 2024
  • Boxing Game Update 7 (17/01/24)

    For this update my goal was a camera that would move to the side the punch is thrown to, and reset along with punching arm after a timer elapsed. I also wanted to add player attacking collisions: Player CPP file I establish the spring arm and camera in initialisation and set the arm length to […]

    January 17, 2024
  • Boxing Game Update 6 (13/01/24)

    Today I wanted to add player punching functionality: Player Header I tried to find a variable or function that would tell me when the static mesh component wasn’t being rendered, but I was unsuccessful, so I used a simple boolean instead. Player CPP file The input action to punch is activated by a left or […]

    January 13, 2024
  • Boxing Game Update 5 (12/01/24)

    For this update, I worked on making a telegraphed attack to give the player a prompt to dodge and worked on collisions for enemy attacks. Enemy I’ve changed the “SpawnPunch” function to start a timer that executes “ThrowPunch” after 2 seconds. Player Header File For ease of use later on, I’ve allowed the collision profile […]

    January 12, 2024
  • Boxing Game Update 4 (11/01/24)

    To get a functioning prototype before adding animations, I next worked on adding an arm object during runtime that would destroyed after a few seconds. This way, the player would have to dodge to avoid a collision. Enemy class Path needs to be established in the initializer as that’s the only place “ConstructerHelpers” can be […]

    January 11, 2024
  • Boxing Game Update 3 (9/01/24)

    For this session I tried to add a behavior tree with a C++ coded AI Controller and tasks for my enemy. Enemy Class AI Controller Random movement Task

    January 9, 2024
  • Boxing Game Update 2 (7/01/24)

    I began with a blank UE5 project and set my sights on adding coherent movement for my competition gamemode. I decided to use “EnhancedInput” as it was more suited to my control scheme: At first I used the “AddMovementInput” function for my movement: However, using “AddMovementInput” proved irratating as my movement is based on tapping […]

    January 7, 2024
  • Boxing Game Update 1

    I started off by creating basic flowcharts to convey the standard components of my game. Gym and Minigames Flowchart Competition Flowchart

    January 2, 2024
  • Indie Development 6

    Today, I modelled some wooden planks and added a vent to my game. The vent will act as the end of the level and checks if the player has the screwdriver, if so then they can escape. The wooden planks check if the player has the axe, if so, then the player can hold down […]

    April 1, 2023
  • Indie Game Development 5

    When looking at items, I would like to have two separate types, one static and one pickup-able. To do this I made the pickup-able class a child of the static one, then I added a destroy feature only within the pickup-able child. This has made it so static items will stay in the environment and […]

    March 20, 2023
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