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Dungeon Crawler Challenge - Store Update

Had a little spare time and decided to make the store you access after you complete the first level. You can buy 3 weapons with higher damage rate than the sword. The Hatchet, the Great Blade, or the Forging Hammer.     Also just found out that Epic released their free marketplace assets today and there are dungeon assets in there, so I might start doing the second dungeon soon if I have time.  

Hermetix

Hermetix

 

Post-Mortem Of The Dungeon Crawler Challenge

First I would like to say that I had a lot of fun attempting this challenge. I never participated in anything like this before. I voted for the Doom and the Dungeon Crawler choices in the challenge poll and was satisfied to see that they both came out on top. What went wrong I will start with what went wrong when I started this project, which uses the Unreal Engine. Probably the toughest thing I had to code, was the AI. It simply did not do what I wanted it to do at first and it took me several tries just to get it right. I had to turn on and look at the AI debug screen to see what was wrong. Turns out that my AI's cone of vision was completely disoriented due to a badly aligned capsule component. I simply rotated the capsule 90 degrees and the cone of vision was correct afterwards. But later on I got rid of the 45 degrees vision cone and replaced it with one with full circle so that the enemy could sense the player as if it had eyes all around its head. It was more adequate for the kind of AI that this game would require.  Another problem that I encountered was that sometimes the AI would stop moving after I had made some changes on the map. It took me several hours to realize that I had to rebuild the map navigation data because the AI simply did not move otherwise. What went right This project uses Blueprints for the most part, with some C++ for the basic player movement, setup and camera orientation. I found that Blueprints are extremely easy to use and let you iterate and prototype your game much much faster than pulling up Visual Studio, write some C++ code and wait a while for the code to compile after you make some changes. This is one of the problems with UE4 in my opinion since it takes much longer to compile your C++ code, than to compile your Blueprints. Unity has the upper hand in this as the C# compiles very quickly. This is probably why Epic Games are considering creating an intermediate scripting language between Blueprints and C++. https://www.reddit.com/r/unrealengine/comments/aezhdv/it_seems_people_at_epic_are_considering_adding/   So, it was a breeze to simply code game logic using these Blueprints and it did not take me long to adopt them. I am considering nativizing them so I can basically learn how they map to C++, and also to optimize the code. If I do, I will publish the source code on GitHub. What I have learned I learned how to use UE4, in my view the most versatile and powerful engine there is to make games right now. You can do so much with it, not just games but all kinds of things from movie content to architectural design. I learned how to use Blueprints, which at first I thought they were kind of bad since the nodes take so much space and to perform common programming things like loops, branching, etc. it is not ideal.  I learned how to design an AI using UE4's behavior trees and AI perceptions. It was not easy at first, but it was satisfying to finally make it work. Level design is another thing I had to improve, and this time it was a bit better than the usual basic things I have done in the past, mostly with Quake 3's level editor. Conclusion This challenge helped me learn a lot of things, and I am looking forward to see which challenges will be proposed in the future. I will go back to focus on my own engine, which uses D3D11/12, and will use what I have learned with UE4 to improve my own code.  

Hermetix

Hermetix

 

Dungeon Crawler Challenge - Loot

So I have worked on making the loot assets for the game, using Blender. I used to be a 3DS MAX person, but the thing takes too much space on my small SSD for my needs and Blender can do practically everything that 3DS MAX can. And Blender is completely free. Not much to lose there. There are 3 types of loot that you can find in my game, health potions, resurrection potions and a single key, the Soul Key, that lets you pass through the Soul Gate to reach the next level. The health potion, which gives you back health points: The resurrection potion, which brings you back to life instantly if you die and do not have to restart the level: The Soul Key: The other thing is a credit loot, gold bars (probably the easiest thing to model, only have to find the gold texture to go with it). I am planning on making a store level after each completed level so the player can buy stuff with it. Hmmm shiny gold bars...  The gold pickup particle system is a simple particle system that I made in UE4 with a translucent emissive gold colored material, also made in UE4.    Well that is it. All that remains is to randomize the loot spawning so that the player can pickup more than one type of loot. And also assign keyboard input or an inventory system so that the player can use it.  

Hermetix

Hermetix

 

Dungeon Crawler Challenge - First Look and Introduction

Hi everyone, this is my first blog here, even though I have joined last year, so I will introduce myself first. I am a software developer from Montreal, Canada, with a B.Sc. in computer science and I have some experience making games, but this is my first attempt using the UE4 engine. I knew practically nothing about this engine until very recently. I only had to read some tutorials and the UE4 docs and was able to partially create this game for the Dungeon Crawler Challenge without too much difficulty. I have some decent experience with Unity but I really feel that UE4 is a superior engine, allowing you to have much more control over your product. I was a bit overwhelmed at first by all the parameters, to be honest.  So basically, my game revolves around a warrior character who is stuck in an "Underworld" type of series of dungeons. He needs to cross the 7 Soul Gates, scattered inside 7 maps, to ascend out of the world. Dante's Inferno was somewhat of my inspiration for this project. Each level has a boss to defeat. I will not say more than that. I am not sure if I will have time to make all 7 levels before the challenge ends, but it will definitely be a goal afterwards.  Most of the assets were taken from the ActionRPG game example on the Unreal Marketplace. They just look awesome. I only took what I need from it and migrated it to a new project, which is a lot more lightweight. I was able to make one map, the AI for the enemies (goblin type characters), the basic game logic with all the damage taken and given, all the animation logic (state machines and such), HUD, health bars, and part of the main menu which has an animated material on it that looks rather cool (will post images later). All that remains now is creating all the loot assets, spawning loot and making the game logic for using the loot in different ways, and also for map goal reaching.  Overall I am pretty satisfied with this project so far. UE4 is tons of fun to use. Much more than Unity in my opinion. I struggled a bit with Unity because some of the UI seems somewhat counter-intuitive. UE4 has a lot of nested menus though, which sometimes can make it hard to navigate and find what you are looking for. But I have adopted this engine and I will develop most of my games with it...

Hermetix

Hermetix

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