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Week 16 - Adding anything needed before submission

  • Writer: Patrick Sharpe
    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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