Jump to content
  • Advertisement

Project: Tracked Mind

Tenth Entry - June 2019

Mikael Henriksson



This is the tenth entry of my development blog for my project 'Tracked Mind'.

Summer has arrived here in Sweden. And I'm officially on vacation which gives me more time to work on the game! :)
I've updated the project to the latest version of the Unreal Engine which took some time. I stumbled upon another problem along the way, now I'm waiting for a plugin to be updated, which is why I don't have any new screenshots to show at the moment. Luckily it has given me time to learn about how to improve the first person animations, and I've been testing the enemy AI. Mostly to see what works and what doesn't.

It is now possible to follow the project and company (Clovetastic Interactive) on Twitter as well at: https://twitter.com/ClovetasticI . I will be posting the Blog entries here as usual but I will post smaller updates or "behind the scenes" photos on the Twitter page. You can also meet the living mascot "Clove" on the Twitter page.

I have not created a Patreon page yet, I have been trying to see if there are other options but Patreon seems to be the best option. 

What's new?:

- Updated enemy AI.

- New character model for a specific type of enemy (more information about the enemy in a later blog post)


Bug Fixes:

- General bugs and error that popped from updating to a new version of the game engine. 


/Mikael Henriksson


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By horror_man
      Hello, I'm currently searching for additional talented and passionate members for our team that's creating a small horror game.
      About the game: The game would be a small sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer.
      Engine that'd be used to create the game: Unity
      About me: I'm a music composer with more than 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing. Also I'm currently learning how to use Unity and learning how to program in C#.
      Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 2 3D Modelers, 5 Game Programmers, 1 Sound Effect Designer, 1 3D Animator and 2 2D Artists.
      Who am I looking for: We are looking for a talented and passionated 3D Environment Artist that's experienced in the modeling of closed environments and is familiar with the horror and sci-fi genre.
      Right now the game is in mid development and you can see more information about it and follow our progress in our game jolt page here: https://gamejolt.com/games/devilspunishment/391190 . We expect to finish some sort of prototype in 3 months from now.
      This is a contract rev-share position
      If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
    • By INTwindwolf

      INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War.
      Please note that all of our current positions are remote work. You will not be required to travel.
      For more information about us, follow the links listed below.
      INT Official website
      IndieDB page
      Also follow social media platforms for the latest news regarding our projects.
      Website Manager
      3D Character Modeller
      3D Environment Modeller
      3D Animator
      Unity Engine Programmer
      The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project.
      We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated.
      TO APPLY
      Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net
      Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you!
      John Shen
      HR Lead
      Starboard Games LLC
    • By zstrife
      I am looking to join a team that is working on a game or beginning work on a game.
      I have a BS in CSC and I am half way through a game design degree. I've been writing code for 2 years. I have 200+ hours of tutorials and class projects in the unreal engine.
    • By RoKabium Games
      Metis enemies – "Creeble" is the only creature on Metis that can crawl on the walls and it spins sticky webs that the Alien can get stuck in.
    • By MagForceSeven
      I posted this problem to Epic's Answerhub, but thought I might post here as well.
      I'm having some difficulty with the differences between widgets and user widgets. I have a custom control that I would like to both be able to place through the designer and create/place dynamically.
      If I make the control a Widget, I can place it through the designer but can't create it dynamically (the Create Widget node seems to require a UserWidget type as does the native CreateNewWidget). If I make the control a UserWidget, I can create it dynamically but it no longer displays as available in the UMG palette to place through the designer.
      A possible work around is to make it a widget and create a user widget that wraps but that seems, quite honestly, dumb. In that case, either every access to the control must break the encapsulation of the wrapping UserWidget or the UserWidget must duplicate the control's API as boiler plate pass through functions. Neither is a path I feel particularly happy with. My temporary solution is to have my custom control be a user widget and dynamically spawn/position it during the pre-construct event as a replacement for placement in the designer, but it kind of defeats the purpose of having the designer.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!