Week 16 - Adding anything needed before submission
- Patrick Sharpe
- May 13, 2022
- 3 min read
Communication
Group Meeting Discussion
Helped Turlough with animation blueprint - fixing animation problems
Needed models discussion - asking for any more models that can be done this week
Finishing off anything that needs to be done in the project
Discuss Work done
Level Design
Adding footprints to make the player follow them towards the collector's room
Adding checkpoints and objectives to the level
Level Sequence - Added Polly cutscene to introduce the main enemy of the game
Progress
UI Design/Scripting
Added Door Interaction Pop-up UI - This includes locked doors and jammed doors
Progress
Games Scripting
UV Decal - This blueprint comes from the UV writing blueprint I made but instead of writing, it's decals of footprints. These were replaced by normal decals and the only way to detect them is by using the UV flashlight
Collectable - Adding decal of family photos with different pieces in Turlough's blueprint
Gum Ball Machine - Added way to spend collected coins and in return get rewarded with gumballs, to help with intense gameplay!
Extra - Added Simas's LUTs to post-processing made from game screenshots to make the lighting look better
Progress
AI Changes
AI Jumpscare - This was made due to jumpscare not working in AI blueprints so I added the AI animations to the player character which worked so much better and allowed me to make the jumpscare camera angle the best it can be using camera shake and fade when the animation ends
AI Jack - Created this AI and made animations through Unreal and use the AI in the toy store and maze puzzle as these areas were missing a difficulty and patrol points weren't working properly
AI Changes - As turlough wasn't available most of the time, I had to take action on fixing these issues and make changes to help with making the AI more functional such as;
Fixed casting as patrol tasks in behaviour tree was only using NPC (bear) cast so I had to cast to each other AI
Added correct behaviour trees to AI controllers as they were using the same AI controller as NPC AI (bear)
Added correct AI controllers as the AI blueprints weren't connecting to the correct AIs
Added jumpscare event to AIs using a collision or capsule boxes
Added first AI location to AI blueprints making sure the AI doesn't catch the player each time they spawn at their last checkpoint
Added spawn AI after boolean check - This boolean is the Door key used to open doors, this means when the player collects the key and heads out of the basement door, they will encounter Polly
Progress
Importing Assets
Created Material for Models - This material is used to be instanced from using mostly the same textures such as base colour, normal and AO. Also added custom roughness for some models that need more/fewer reflections
Imported, applied materials to the majority of Assets of toys, doors, environment assets and even AI enemies
Progress
Adding Sounds
Dialogue System - This was made in the persistent level using is finished bind events and delays to make sure sounds weren't overlapping each other
Adding sounds to the game;
Added Breathe sounds when a player is moving and changes depending on the stamina bar value
Added Knock sound and activates when the door is set to banging
Added Benjamin's voice line saying that he needs a key...when the player interacts with locked doors
Added Light humming sound which fades in and out when near a light
Wake up edited and shortened version of sound designer's original voice line
Added cranking sound for Polly cranking player's neck
Added screwing out screw sound when interacting with the Vent UI screws
Added Elevator sound which also fades in and out when near the blueprint
Progress
Processes that didn't work out
Camera rotation to jumpscare - was trying to make this work before making the jumpscare camera shake
Trying to use elevator sound within blueprint wasn't going to work as there was too elevator door one above and one down below
Couldn't use respawn blueprint as trying to attach it to objectives blueprint wasn't working properly so I instead used some of the script from it and added it to the objectives blueprint
Highlights
Gifs
End of Project
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