
Introduction: This is the adventure project where I created a jump pad mechanic and a blowing wind hazard mechanic.
What Went Right:
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Making Jump Pad - creating the jump pad mechanic was fairly simple and it allowed me to just not have a hazard in my level and gave me another way to maneuver around the wind.
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Creating Wind Hazard - Creating the wind hazard showed me new nodes in unreal that I was previously unaware of that will allow the player character to get pushed into a certain direction.
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Building the Blockmesh - Building the actual level was really fun to do. I took inspiration from the Shinra building lobby for the first segment of my level.
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Creating the Lore - The level had story behind it before its creation. The premise was a thief wanted to steal king Tut's body from a corporate medical company.
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Creating the Door - The doors were fairly easy to create and operated as they should have.
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What Went Wrong:
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Packing the build - Not with the creation of the level specifically, but my files messed up while attempting to package the build.
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Messed Up Audio Files - My sound files for everything in my level didn't save for some reason which made them not be a part of the build.
Conclusion: Overall, the level was an enjoyable learning experience. Outside of the negatives, I'm proud of the results.
Introduction: Abandoned Toys is a third person adventure game
The Toy will start in graduate’s room where it has been its entire life. The Toy will have three ways to escape the house before the household gets home. They can exit from the window of the room they start in; they can escape through the window of the mother’s room or can go stairs an exit through the window by the front door. The main objective of the game is to escape the house. The optional objectives are to collect all of the toy’s missing components, open the attic for other toys, and find an old picture of your owner.
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What Went Right:
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Research - Research went well because I had a basis to go off of. I took inspiration from Toy Story and the Toy Story world from Kingdom Hearts on how I wanted to build my level.
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Creating the Theme/Lore - I thought of the story of the game before I even thought to build the level. Giving the game story helps me visualize how I want things to look and feel within the level.
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Switching Mechanics - I had trouble making mechanics, but I knew when the perfect time to change things was. Changing around mechanics I previously couldn't get to function correctly allowed me to turn something negative into a positive.
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Working with Widgets - Widgets used to give me a hard time when I first learned about how they work. While working on this project I found out widgets are a lot simpler and easier to implement then I previously thought them to be.
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Building the Blockmesh- Building the level is itself went great. I felt I was able to properly show my inspiration some justice (not down to every detail). Finding what materials and objects needs to be in the level was also fun to mess around with.
What Went Wrong:
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Charged Jump - Before the triple jump mechanic, I was planning to make a charged jump mechanic, but I couldn't get it to work properly.
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Beam Walking - I was going to add a mechanic to walk on very thin walkways, but when building the level, I realized my model is meant to be very small, so something that thin to a small model would otherwise be ant sized to a human and be unrealistic.
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Lighting - I tried to add as little as light components as possible and to rely mostly on the directional sunlight. That caused some areas to be too dark and not illuminate the area enough.
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Texturing - I created a texture for the floor of the house which came out good in one room. As for the rest of the house, I couldn't size it to fit the floors perfectly, so some tiles are much larger than others.
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Population - I had trouble thinking of objects I could create with basic shapes to populate the house. I didn't want to populate it with all the same objects, so I didn't think copy and paste everything and just leave it at that.
Conclusion: Overall, I am proud of my level. It could use a lot of improvements which I have been grateful for the feedback on. Other than the negatives of the level, I am happy with it.