Tuesday, 6 June 2017

Project Design, Implementation and Evaluation: Ideas Generation for Computer Games

Ideas Generation for Computer Games was an absolutely core unit of my year, in which I had to fully implement a playable character and an AI to interact with.
This expanded my blueprinting knowledge exponentially and tested me quite heavily at times, as I have a larger understanding of the art side of the industry then I do of the design side.

I sourced animation packs from Mixamo and implemented them as necessary to give my character movesets with two weapons, a smaller broadsword, for which I used a baseball bat model, and a larger greatsword, for which I used a sledgehammer model I had created quickly as a placeholder.

I enjoyed this unit as I gained the knowledge necessary to properly implement walk cycles, triggering animations on key presses, setting specific animations through blendspaces to trigger different animations at different walk speeds and other vital functions to character implementation such as attacks, damage dealing and a set of gauges, including restorative health data, a rage bar which could potentially be used to for a super move, alongside a replenishing stamina bar, which restores when not in use.

The full corresponding blog to the Ideas Generation for Computer Games unit can be found at the following link;

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