4/5-4-18: Bugs, Iteration, and Unreal
I’ve had a lot of progress over the past two weeks. Here are my updates:
Bug Fixes/Iteration (9 hours)
I spent all of the my time on this project on bug fixes and iterations. Among the bugs I fixed/elements I iterated on include:
Changed the font in the UI to the Greek font picked out by the art team.
Redesigned the pause menu layout to differentiate it from the main menu
Created a script that plays a sound when an item is purchased
Created a Melee meter for the HUD to display the melee charge up
Created an item count display for the consumables system
Replaced the temporary icons on the HUD with the ones created by the art department
Fixed a bug that prevented the player from pausing
Allowed the item icons and ability icon to change color depending if they have been unlocked
Created an icon for the dash charge
Resolved a merge conflict
This is a picture of the HUD:
Unreal Engine 4 Preparation (3 hours)
I have also been focused on preparation work for the next studio project. The WolverineSoft Studio will be hosting an Unreal Engine 4 training over the summer, and I will be assisting Brandon in creating the content for the training. Because I haven’t touched Unreal Engine in almost two years, I decided to do an Unreal Engine 4 tutorial called “Blueprint Time Attack Racer”. It is a 15 part tutorial series on how to create the time trial mode of a racing game. It teaches important Unreal Engine 4 concepts, including actor spawning, the UI system, collisions, particles, and game modes, along with general blueprint basics. Currently, my project is a work in progress, but here are some photos: