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Showing posts from February, 2023

Player Character Animations and HUD/UI interaction

    Xodius Studios Blog #2 Player Character Animations and HUD/UI interaction Author:Justin Palmer Published: 02/23/2023 20:30 The Problem:    This main problem I have been working on this week is getting the character to blend animations better.  I was just playing one animation or the other, but this causes the player to 'slide' around at times and loses the life-like feel of the game.  The second problem I encountered was getting the player animation to play.   It was made just like the other animations, such as jump, but Unreal didn't want to play the animation.  This problem resulted in the player dying, but still able to walk around with negative health, which makes the game too easy for any player wanting to play the game.   Problem Solution:    The solution I came up with was getting help with the other teammates and adding a new variable 'Player Dead', that is sent to the animation graph.  This caused the animation to play correctly, but we still have the i

AI Adventures #2 - Killing an AI in "Forgotten Memories" - By Michael Marquez

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                                                                   Today's problem is getting data to the Behavior Tree. Here is what I learned today.  First, we head over to our folder and create an Interface class, we will call this PBI_AI. open it and set up a new function call it On Player Death.  Next, we head back to the BT and add a new key call this is IsPlayerDeadBT. We will be using this later.  next lest add a bit of logic to our AI controller for the behavior tree and create a new function called IsPlayerDead for our bool key in the BT. Now for the fun part, Logic. Head back to the Enemy_BP and add an event with the exact same name function from before. Now we do some blueprint magic and bam we have a bool to shoot back to our behavior tree.  Finally, we create a bit of logic to check our health bar and if the enemy is dead. Simple right? And now we have an enemy that can die and will stop trying to kill you every chance it gets. 

Prototype Level Design, Inventory Bug Fix, Main Menu Creation

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  Xodius Studios Blog #2  Prototype Level Design, Inventory Bug Fix, Main Menu Creation Author: Kanitha Charoenpanich Published: 02/22/2023 13:47 The Problem:       The only problem I have been having is with the inventory. When I pick up an item and go to the inventory menu, the program crashes. The inventory exits with an access violation. I have no issues with the level at this time. I am working with the other members of my group to design the prototype level. I am working on the main menu, and so far no problems. Problem Solution:     I have not fixed the issue with the inventory. I have to check if the items have the correct set of data in the blueprints. I also have to debug in my inventoryBag to see if it is crashing there. I am currently working on the level design for the prototype. I plan to make the level larger, than the rooms I have made currently. I plan on making the main menu UI and including the start and exit buttons. 

Creating the door system in "Forgotten Memories"

 Author: Jared Barker Date: 2/20/2023  6:25 PM EST Xodius Studios Blog #2: Creating the door system in "Forgotten Memories". The Problem: For this week, I was working on the door rotation and the button to the door for the player to interact with. The door wasn't rotating when the player interacts with the button. So it's supposed to do that if the player goes to the door button (the button being an actor to the door), the camera shows the door being opened at  90 degrees from the z-axis. When testing the door, the camera shows the door, however, the door didn't rotate at 90 degrees from the z-axis. This can be a problem because if the player is stuck on a puzzle, then they won't be able to get out of that room if the door was locked. The Solution: After running a few tests on the door while debugging it, I figured out that to rotate the door, I had to set the relative rotation to the value of the yaw(which is the z-axis) from the door's position. After th

AI Adventures #1 - Building Enemy AI in "Forgotten Memories" - By Michael Marquez

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Oh, the pain. I have had better days for sure, at the moment I am attempting to get a custom animation sequence to work correctly. I am currently working on the first of many enemy units. The Berserker will have some basic operations, track the player, run around like a good berserker should, and smash the player once he or she is encountered.  This is by far the simples of enemies so of course I will be deriving all other behaviors off of this guy. 

Player Character and their Animations

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  Xodius Studios Blog #1  Player Character and Animations Author:Justin Palmer Published: 02/16/2023 18:30 The Problem:     This week I have been adding in the player assets and getting them to position correctly on the player character.  The main problem I had was with the player animating correctly.  Most of the player would move/animate correctly except for the sword/backpack/belt, which stayed stationary and at the wrong location.  This made the player move and look strange to the testers, and the hitbox on the sword was at the incorrect location causing hits to not occur.  The second problem I encountered was getting the animations to work together with BlendSpaces.  I hadn't made an animation graph and BlendSpace within Unreal and combining them is much different than I am used to in Unity.  This problem resulted in the player only playing either the 'idle' or 'walking' state, without being able to transition between them.  This made the game look really bad a

Puzzle Level Design and Inventory UI

Xodius Studios Blog #1  Puzzle Level Design and Inventory UI Author: Kanitha Charoenpanich Published: 02/16/2023 17:21 The Problem:       This week I have been trying to implement my inventory system and design puzzles that the player can interact with in our game. The problem I have encountered when level designing is how to lay assets out in a way where the level doesn't feel stuffy, overwhelming, or underbalanced. I have been taking inspiration from other games to design puzzles. As for the Inventory, I have been laying out the UI to make it look like a basic inventory bag. I don't have problems with it currently besides getting the button that opens the inventory to be a click, not a hold. Problem Solution:     The solution I have come up with for the level designing is to brainstorm more and study other games. I am taking inspiration from The Elder Scrolls V: Skyrim and Zelda: Breath of the Wild. I am looking to set up ideas for "golf" puzzles, statue code puzzle

Xodius Studios Jared Barker Blog #01: Perforce Error & Floor Trap Trigger Problem

Author: Jared Barker Posted on February 14, 2023 7:57 PM Xodius Studios Jared Barker Blog #01:  Perforce Error & Floor Trap Trigger Problem Perforce(P4) was experiencing some errors when doing the commit. What it did was that it kicked everyone out of perforce after working on a Trap collision box. Developers were having trouble hopping back into perforce because it messed with them accessing perforce because it's telling the users that they aren't in the "p4 protect".  As for the floor trap trigger, the button click sound is activated when running the program. It can be problematic since it can cause massive headaches when messing with the audio. Everything else was working since the collision box was playing the sound. However, the sound plays whenever we start it up. That can cause a lot of issues when adding other sounds. Solution: After doing some research, we realize that messing with the root file can overwrite the other user's progress as well as creat

Forgotten Memories Synopsis

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Forgotten Memories Synopsis Written by  Jared Barker, Michael Marquez, Justin Palmer,  Kanitha Charoenpanich Date: February 9th, 2023 9:31 PM EST In Forgotten Memories, you play as Nonamè, an adventurer who found themselves waking up from a nightmare and losing their memories in a castle dungeon. As you try to escape the dungeon and figure out how you got here, you must fight the hordes of monsters who stand in your way, solve mysterious puzzles, and unravel the mystery of what happened. As a player, you must utilize the abilities of your magic, your wits, and your weaponry to kill everything that stands in your way as you attempt to both figure out what happened and escape the dungeon you now find yourself stuck in. Pre-Build: