Hello, hello ladies and gents. hope you are having a great day. As for me, I'm back with an update on the project.
So the reason I haven't updated the devlog is because I kept putting off making it. Yes, it's that mundane. Because behind the scenes, I actually started working on not one, but two new…
Howdy, guys and girls. Hope y'all doing as great as possible. Me, I'm back at it again with an update on the project.
So I've been on again off again working on the Forest level, replacing some assets here and there, making gameplay adjustments and so on. Kind of secretly delaying working on wall cl…
Why, hello guys and girls.
So today I continued to place chopped tree trunks that serve as...well, un-chopped, real living tree trunks. Not much work has gone today, because of a Discord call with a friend (what was supposed to be a short, ten minute or so call ended up being a 2 hour bonanza of tal…
Alrighty, guys and girls, it's that time of the week again...after two weeks, but still. A new entry in the devlog is happening now. And I'm here to talk a little about creative burnout and why this thing is kinda sorta normal and OK to happen.
So, have you guys happened to just have a pretty hot st…
DAY 74
Alrighty, day 74. Hello, guys and girls. hope you guys are having as great a time as possible. I'm back with another update on the project.
So up until now, I've managed to prototype about 80% done with the Level 2 version 2.
Made some minor modifications here and there, because some mesh…
Hey-oooh, guys and girls. I hope you guys are doing as great as possible. I'm back with another update on the devlog. I know that I haven't been posting as regularly as I used to, but work on the project is still ongoing. Me, I'm still learning to program shaders and have taken quite an interest on…
[b]DAY 72[/b]
Hey, Guys and girls, hope you are doing as well as possible. Me? Oh well...as you have probably observed, I haven't posted any updates recently because I've been learning the shader basics in Unreal. You know, all the math nodes, data types, input vectors, View Space, World Space, Obje…
Hello, guys and girls and hoooo BOY, do I have a treat for you guys. Now, I'll keep this short and sweet. Yesterday was the 6 months anniversary of this devblog. And to celebrate this momentous occasion, I present to you....(drum rolls)....gameplay footage of the entire tree level.
No more talking, …
Why, hello, guys and girls. I'm back with another small update on the project.
Last post I've talked about making some aesthetic changes to the current version of the tree level, because the placeholder meshes were simply too primitive and ugly. And in this post I shall present the new changes. Most…
Howdy guys and girls, hope you are having a great day...well as great as a monday night can be, anyways. Me? Oh, I'm having some second thoughts about the layout of the tree level. And I'm spilling the beans as to why.
Recall that I've been using square platforms in a tree trunk (which is round) and…
Hello, guys and gals. Hope you are having a great day. Here's me, providing you with an update on the state of the game.
Today I have managed to finish the tree level. Well at least the first iteration of it, anyway. I'm too tired to test it now from start to end, but I will do so tomorrow.
It's been…
Howdy, guys, and gals. Hope y'all are having a great day. Here's me with another update on the development of this game.
This tree level is taking much longer than anticipated, but it takes shape pretty nicely. I'm a little unsatisfied at the moment on how things are shaping up to be for the latter …
Eyo, guys and gals. Hope you've having a great day. So, work continued yet again on the tree level. And I've gotta be honest, I had no idea where to go with the level when I started today. Tried some things that didn't work out and was slightly puzzled. But then, out of nowhere, a thought came to m…
Eyooo, what's up guys and gals? Hope you are having a great day.
As you have noticed, I took a break from updating the devlog because of a lot of various IRL stuff I had to tend to. Nothing serious, tho. But I'm back with a small update.
I left things off in the tree level, so naturally I went…
Hey, guys and gals, how's it going? Here, things are going well. Continued work on the tree level and here's how it looks:
It went the same as yesterday: quite fun to make and fun to try out different paths and scenarios. In my testing, I have also timed how much gameplay is here as well. So far, wi…
Hey, guys and gals. How's it going? Hope y'all having a great time. As for me and Against The Mountain...well, more work has been done on the level design department. And surprise surprise, I've been dabbling into the story a bit. Well, more specifically the main villain. And even more specific, th…
Hey, guys. How's it going? Today I have finished up the greyboxing for the mine level and let me tell ya, it's another monstrosity of a level. Here's how it looks now:
This is the view from the entrance of the level (south is towards the bottom of the SS)
This view is from the left side of the level
T…
Hey, all. I wanted to start off this post by wishing you a Happy New Year and may all your endeavors come to fruition. And I also hope you guys had a great holiday.
I know I did, but sadly, the holiday season is over. Which means that now it's time to get back into the thick of things. And bac…
I've continued work on the second cave level and I have to say, I'm liking where this is going. Like I've mentioned before, the intent was to make some sort of a looping on itself level and it was a success.
The Mobius strip like loop works OK as is. Here is a picture of how it looks from a gameplay…
So since I've recently stated that I'll be taking a break from the scripting side of things, I've been focused on the level design aspect and started a new cave level, because I already had the placeholder modular assets and I did want to make four levels in this particular vein. At the moment this…
**DAY 59**
Today I have finished scripting the ledge climbing mechanic. This has definitely been way more complex than I have anticipated and it was riddled with bugs. But it is functional, now. I have showed you the left and right movement, the jump on ledge, can't remember right now if I showed yo…
Not much visible progress has been made on the ledge climbing mechanic. What I have accomplished is that the player character now has the ability to climb the top of the ledge.
Now, I said "visible" progress, because I have also finished the jump left and jump right script, but the script does not w…
Very very quick little update: the character rotation while on the ledge is fixed. Here's how it looks now:
https://drive.google.com/file/d/1ROx3v3VsOmVGeErvtExlMlKQQjcIFScA/view?usp=sharing
I went in the wrong direction about solving this problem, at first. I thought that the camera and the capsule …
Work continued on the Ledge Climbing mechanic today. It was slow and with issues. And it was definitely one of those days that felt like nothing works, even though I've clearly made progress. Soul draining, isn't it? So much fun...
What have I achieved so far:
- The character hangs on a designated mo…
So I've started working on the ledge climbing mechanic. I'll be honest I had no idea where to start, so I had to look up a tutorial to give me a head start. As soon as I found a tutorial that was close to my vision, I watched it and, in the first 2 minutes, a real mind-blow occurred.
I …
Finished the layout for the first cave level today. And it. Is. A. Monstrosity of a level. Check it out:
To give you guys a sense of scale, the player character is actually in this screenshot at the very entrance of the cave. I genuinely had to double check if it is there in the screenshot before I …
Did not update the devlog these past few days but I did work on the project. I've done the greyboxing for a cave level using the assets that I made last week and currently I'm about halfway through completion of this first cave level.
Here is how it looks now:
At face value, that doesn't say much. Bu…
So another quick little update, without screenshots or clips. I fixed the Wall Running component. Finally it only wallruns on 90 degree walls.
The way I approached it at first is to have a Get All Actors with Tag on a Blueprint that is designated as a wall-run-able asset. The player character…
Just a quick little update on the paraglider. I've added a camera shake when the player uses the paraglider.
https://drive.google.com/file/d/1104HJirjyQTzKfHRZGjnWSpc-LMBQu2J/view?usp=sharing
I wanted to also add a radial blur and some speed lines over the camera shake but either it's over my head or…