Final Workday

Today was the final day for working on our projects.  So far it looked really good and all things worked as they should.  Today i was planning on adding many of the addons i made earlier last week like extra ammo and extra smoke grenades.  Overall the game looked really good and i found that there weren’t any bugs that i found with the project.  I also prepared for the presentations to other WEPs tomorrow by making a video that you can see below.  Signing off Rohin.

Peer Review

Today i worked with people in my WEP and outside to learn issues with my project.  They all seemed to find the map a little bland and lacking character.  This led to map changes for the rest of the day and continuing to make a lake, a forest, and ambient fog.  These many things took such a long time due to the old CPU and cause lighting to be faulty as the engine needed to continue to update it as a added to the map.  Here is one of the people who reviewed my project.

Adding Assets

Today was a slower day for me, I continued working on my map adding a forest and a pond through the rest of the level.  After that i started importing assets from the original map and changed it over to the new world that i created.  As you can see below there where many zombies to add and small bugs like walls being invisible and fog disappearing.

There are many things like the main menu and random spawns.  I also want to make another building and better lighting but other than some overall fixes the game is looking really cool.  Unreal Engine has been really easy to use and works very well.

Building a Map

Today was all about creativity and art.  I started the day in the default world and all the materials but it was high time to begin a larger more open map where a player can roam around and defeat zombies.  My idea was building a large wearhouse where there would be cars and construction equipment.  I didnt realize how good this would look in the engine until I began building and updating the lighting.  I figured that it would be lower quality textures and ok models but the precision was amazing.  Here is the warehouse so far:

This was a really satisfying experience as it made my game alot cooler and made it feel so much better.

The Difficulties of Making a FPS

Today was pretty tough, I started the day with a working FPS game with some inherent bugs yet it worked exactly how it was supposed to.  Throughout the day I continued to update the game, fix the bugs, and create new content like new weapons and new visuals.  Though about halfway through the day I learned that the projectiles coming from the weapon could never be straight without completely changing the way projectiles were represented.  Unfortunately all the work that i had done to fix bug after bug were ruined from the day before.  So throughout the day i learned to alter my projectiles to always be straight using ray tracing instead of pure projectiles.  This caused several other problems for example the camera that normally would be for aiming turned into a birds eye view for some odd reason.  It was quite hard to find the one program that caused this issue in the deep folders of my project.  While i was still working out many of the new bugs we had a zoom meeting at 11:30 called a stand up meeting.  The point of these meeting is to get a quick idea about what each person is doing and what accomplishments we have made.  Not only that but we were all standing up in order to make sure the meeting was short and concise.  Here is a quick image of the game I have been working on

.

Tomorrow I am planning on fixing the rest of the bugs and begin work on a more interesting map.

Unreal Engine – Day 2

Today we worked on our individual projects by formulating our ideas and beginning work on our workstations.  Our projects include an FPS game, a FPS horror game, and an audio visualizer.  Throughout the day we discussed our different ideas and worked together in order to learn the Unreal Engine.  As we continued we each viewed tutorials that corresponded with our different projects as they varied quite a bit.

Unreal Engine Day 1 – Rohin Patel

Today we began by learning about the the Unreal Engine as well as what game design at Epic Games is like.  Mr. Polge asked questions about what careers we were looking into and how we could use Unreal Engine in many of the different fields.  For example I am intrested in AI programing, even though this is quite a difficult thing to implement in two weeks I learned that it would be quite easy to implement in the Unreal Engine.  This led to a discussion about the many different applications of the Unreal Engine such as film/TV show making (The Mandalorian), marketing in the automotive industry, architecture, game development, and even VR purposes. Then we started learning about Unreal Engine itself and how there is two main ways to work on a project, as a beginner it is recommended you do something with the blueprint function where you are given different functions and you can drag and drop “code” to create a simple blueprint.  Once you get more advanced Unreal Engine allows you to hard program your creation with C++ and all the source could is available on github and to the public.  After taking a lunch break for some pizza (thanks Mr. Polge), we began working on the projects we were assigned for our two weeks using the workstations he provided.  Even though he could only bring in two today, I used my own computer to learn everything I could about game design in Unreal Engine using the vast marketplace(a place where designers and programmers can provide their code and designs on Unreal Engine).  I also messed around with the MetaHuman program where Unreal Engine has tried to solve the hidden valley problem where computer generated/animated humans lack certain features that make them look fake.  This was a really interesting program as I attempted to create myself(which did not turn out to well as seen below).  Overall, this was a great experience and can’t wait to begin working on my project tomorrow!

Skip to toolbar