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About this blog

My blog of the the development och my project 'Tracked Mind' is going.

Entries in this blog

Unreal Fifth Entry - November 10, 2018

Hello all! This is the fifth entry of my development blog for my project 'Tracked Mind'. Since last post I've been taking care of the system that controls how the Player character moves and how stamina effects movement, and of course some bugs that appeared while I implemented it . The new version of the movement system will be able to keep a better track of the Player's stamina and different movement speed depending on the Player's stance etc. I am also creating the first draft of a couple of new maps. I'm uploading a few new screenshots of the game, one of them shows one of the new maps, let me know what you think!    Some changes this month: - The movement system has been updated. - New maps (first draft of them).
Bug fixes - Fixed a bug that would prevent reloading of the shotgun. - Fixed a bug that caused the Player to be able to sprint even when stamina was at 0.   Thank you once again for reading! /Mikael Henriksson

Fourth Entry - October 7, 2018

Greeting readers! This is the fourth entry of my development blog for my project 'Tracked Mind'. This month I've been focusing on learning how animations work in Unreal Engine 4, especially how different character stances would look and how different animations blend together, and to make it all look good of Course. I am very pleased with the result and that I will be able to use what I have learned in this project. I have also been doing some research on the lore of the game and how non-human creatures would fit into the story.  The idea of adding an ability to do a short backwards dodge does not seem to be a something that fits the game’s pace, it might make the game too easy in certain situations as well, but I will keep testing it to see if I change my mind. Sadly no new screenshots or development videos yet but I’m planning on uploading some during october so stay put. Some changes this month:
General changes Added new effects for some enemies that will "evaporate" when killed.
Added new weather effects Thank you for reading! /Mikael Henriksson

Third Entry - August 2018

Hello again! This is the third entry of my development blog for my project 'Tracked Mind'. I have been focusing on updating the melee weapon systems for both the AI and Player. The Player's melee system which used to be a placeholder has now been changed completely and is more accurate, the previous version had some problems with the hit detection. The ability to block/parry the AI's attacks has been updated as well. One of the bugs with the previous version was that the Player would be able to block the attacks while looking at the wrong direction. Happily that has been solved now . I also updated the recoil for the guns in the game. Now the Player will benefit from trying to learn how the recoil affects the aim. So far the enemies in this version are mostly walking around until they see the Player, at that point they run right at the Player. I added a new enemy that is focusing on ranged attacks, they are not meant to do a lot of damage but to increase the Player's Stress meter.
I'm thinking about adding the ability to do a short backwards dodge which will consume most of the Player's stamina as a last attempt to avoid damage. What do you think about it? Will it make the melee combat too easy? New this time? Here are a few things:
General changes Big updates to the melee weapon system for the Player and AI.  Added the ability to do headshots on enemies. Added a new enemy that focuses on ranged attacks. Changed the melee system for the Player. Tweaked the bullet spread again for the pistol and shotgun. Updated recoil for the guns.
  Bug Fixes Fixed a bug that allowed the Player to block melee hits while looking in the wrong direction. 
Fixed a bug in the Player's Melee hit system which would make it impossible to hit the enemy if they got too close.
Other minor fixes. /Mikael Henriksson

Unreal Second Entry - July 2018

Hello! This is the second entry of my development blog for my project 'Tracked Mind'. I recently returned from vacation which is why this blog update is shorter than last time. I'm gathering my thoughts at the moment about how to plan what to do next, although I've already continued to work on the game I have been focusing on animations for the AI and it takes a lot of time to get things right. Luckily there are new animations in the game since the animations that the AI had in the alpha footage are very "stiff" so I'm happy that I've got some new ones I have also created a new level for the beginning of the game (it's in a rough state at the moment) but it's nice to build up the start of the game to test some ideas and to see how the pacing is. The movement of the main character is supposed to be slow but making it too slow will just be annoying. Those details are easy to fine tune along the way though What's new since last post? Here are a few things:
  General changes  Added different sound effects for bullet and shell casings that are being ejected from the Player's weapon when firing.  Added a new level. The melee weapon system has been tweaked slightly, it's still a placeholder system. Added new effects that occurs when the Stress meter is full. Added light effects that appear when firing weapons. Tweaked the bullet spread for the pistol and shotgun. New music tracks added.   Bug Fixes Fixed a bug that caused physical objects to move in "unnatural" or illogical ways. Other minor fixes.   KNOWN ISSUES Melee system is not working at certain distances.   Thanks for reading! /Mikael Henriksson

Unreal First Entry

Welcome! This is the first entry of my development blog for my project 'Tracked Mind'. In my blog posts I'll mostly let you know on what I'm focusing on and what has been changed, fixed or added to the game. Let me know if there is something specific that you would like to know about the game!  I released an alpha version (1.0) which was tested by a very small audience. In that version of the game you couldn't really do much not even die). You could move around, different footsteps would play depending on the material underneath you, open/close the inventory, interact with doors and equip a pistol (the pistol did not work at all). I created two small levels for the audience to walk around in, with a few "scary" events happening on the way. There were no enemies on any of the levels (since you could not do any damage to the enemies anyway. It all in all you could get to the end in a couple of minutes. That was the state of the game back in early February 2018. What has changed since then? I decided to write down the biggest changes so far. So here are the patch notes for Alpha version 1.1:
  General changes  Added menus to the game. Main menu, graphical options menu, pause menu and so on. Added a new interaction system. You can now interact with a lot more objects then just doors. For instance: light switches, buttons and drawers.  Added controller/gamepad support (Tested with an Xbox 360 controller for PC). Added rumble/vibration to the controller. Added a new outdoors level to test video/post process effects. Added a functional pistol that can do damage, impacts the environment with different effects and sounds depending on what material the bullet hits. It is possible to "aim down the sight" which makes the shot more accurate. The bullets are now also able to affect physical objects.  Added a functional shotgun that can do damage, impacts the environment with different effects and sounds depending on what material the shells hit. The shotgun is stronger but inaccurate at a distance (since the projectiles in the slug spreads). It is possible to aim with the shotgun but the main character will simply raise the weapon closer to the camera. Added a melee weapon, mostly for testing different ideas for a melee system. It is possible to do damage to the AI and block incoming melee attacks. The block function needs a lot of work before it's though. Added different enemies with working AI for testing. They can be hurt, killed and hurt the Player. The enemies will either wait or walk around the levels (some are sometimes walking far away from their starting position so during testing the enemies have turned up in surprising spots and truly scared me! They can also see and hear the Player. Firing a weapon, walking and running makes noise. Added footsteps and a "noise" system. The footsteps will make less noise and make the Player harder to notice if they crouch and easier if they run.  Added visual effects such as: A red flash when taking damage or a white flash when blocking melee damage. (Hopefully making it easier for players who are hearing impaired to play the game). Added a Health system, the Player can now be hurt and also die! Added a "Stress" system. The Stress meter raises if the Player takes damage, and the only way to lower the meter is to hurt an enemy with a melee weapon.  Added different types of "headbobbing" and camera movement. Added several screen effects. Added a lot of new sound effects (too many to list).   Various other minor things added.   Bug Fixes Fixed the Stamina meter not lowering when sprinting as planned. Fixed a bug which caused the Player to not being able to "uncrouch". Fixed various bugs which caused lower framerate in certain areas.    Other minor fixes.   KNOWN ISSUES Melee system is not working at certain distances. Bullets can cause physical objects to move in "unnatural" or illogical ways.   A lot of progress since the last version of the game, but still a long way to go Take care! /Mikael Henriksson
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