Category: Unit 8 Weekly

  • Unit 8:Final touches/ Week 8

    I am posting this at the start of this week since I don’t know when I am going to stop production to start the evaluation and final video.

    First goal this week is to make the unit limiter and mage unit so you have a full hotbar of units that work as intended.

    Firstly I realised I forgot to make the summoner enemy actually summon things so I created this.

    Which starts in the middle with a loop that picks between 3 units then spawns it at their location and sends a message to them to move.

    When they spawn they get the closest location along the spline and add that to the the distance before it starts the same move along spline code as the normal enemies.

    I then finished the mage unit which I created but did not implement. This unit will be the last unit I make and enough to fill the hotbar.

    For the top path I Implemented burn damage like this:

    Which gets the duration of the burn and divides it by 5 so that it runs in ticks instead of immediate damage the caculates the percentage to burn off including the elemental restistance and then applies it.

    The lighting summons a projectile with only a Sphere collison inside which runs

    I wanted to do some crazy maths or niagra system to make the lightning flash inbetween the targets but its not necessary so im not bothering.

    The lighting just collides with the enemies and then depending on the chain amount applies the damage to the correct amount then destroys itself.

    I made a win screen that is displayed when the wave code reaches 25 and instead of the start button it creates the widget.

    And the buttons

    To make the end screen I wanted visuals of the village houses being destroyed.

    I then modled a low-poly house

    The uvs dont perfectly fill the grid but since im hand drawing the textures I wanted to be able to know what way they are facing.

    I then drew this basic texture.

    Here it is in unreal:

    The code for the loss condition is:

    What this does is when a enemy collides with the end box it gets the enemies current health and subtracts it from the houses until the damage is used up. This means it can destroy all the houses immediately or only damage one partially. The map has 100 health split across 10 houses with 10 health.

    I thought this was a cool idea so I made it.

    When all the houses are killed if the code tries to run again (which it will if the damage is enough to kill the village) if the array is empty it displays the loss screen and allows you to easily go back to the main menu.

    I added in sounds for the lightning, fire, income and spawning.

    I might have forgotten to mention in other blogs but when a sound had too much empty space I would cut and smooth them in Adobe audition.

    As you can see the yellow curve is the volume smooothing down and the white is the selection of audio I would cut out.

    Obviously I wouldnt usually cut the part of audio I was smoothing.

    However I can’t find any good background music songs and just realised when Im editing the footage I may speed up parts and the song would be distorted so I will just add them in post production.

    I also successfully made the 1 hero per type limiter, although I only have one hero made so it just limits that hero to 1 place.


    In the placement code I added:

    Which locks the placement of new heros when placed and allows placement again when you sell it.

    I mashed together a portal material.

    I then drew a tiling stone texture.

    I had to multiply it in unreal to make it a bit darker.

    I then drew currency and essence icons.

    I then drew the icons from the placeholder image I randomly stole besides 1 which I will reference in the bibliography.

  • Unit 8:Weekly blog 7

    The Unit selection system and rest of placement system is fully working.

    This list is what is included in the assorted features devlog:

    • Created price numbers and the currency effecting the placement.
    • Created a cap to the upgrades so the stats don’t reset to 0.
    • Created the sell hotkey, button and functionality.
    • Started adding in sound effects.
    • Finished waves and enemy stats.
    • Factored in damage restistance to attack code and damage number customisation.
    • Created range preview in the upgrades .
    • Created the UI grey out instead of closeure.
    • Fixed the Ui upgrade indication.
    • Changed the Ui max and path closeure text.

    The biggest feature in this blog is at the bottom in which I created the money generation unit:

    This video showcases most of the new features and my partially implemented sound effects.

    Still to create if I have time before I stop production during next week:

    More Heroes
    More Units
    Animation and model and texture for enemies
    More special case projectile/ sword damage calculations

  • Unit 8:Weekly blog 6

    This weeks blog will also be a short one since I could only start working on tuesday.

    I got the placement system fully working and next week will work on ui and the unit selection system.

  • Unit 8:Weekly blog 5

    I only have till wednesday this week so It will be much shorter than the last. Though I will still post it on my friday weekly schedule.

    Firstly I wanna work on the selection and upgrade system.

    I successfully created the selction system and almost the entirety of the functionality of the upgrade system.

    Next week I will finish off this and also continue starting on the placement system and menu to choose your units.

  • Unit 8:Weekly blog 4

    I firstly continued my unit planning and finished planning 3 units with their 2 seperate upgrade paths of 5. They are relatively balanced with each other and the strength of the enemies although the heroes wil still output alot more dps for a higher price.

    I then started the production and created my first devlog to show the progress of creating my own camera system.

    I then created this devlog Initially with just cursor stuff in It, and later in the week also the start button, wave counter and currency counters.

    I then created my enemies and wave spawning system in this blog. Later in the week I also created damage numbers, health bars and simple deletion on death.

    I then created the placeholder towers and at the very end of the week finished the attack system to kill the enemies.

    Later planned things to do in next week ->

    Main menu level
    – map selection
    -Unit selection
    -start game
    -Load level

    Game level
    -Auto play
    -hovereable towers looking for click
    -when clicked show ui for upgrades and stats

    -upgrades?
    -Placeable and sellable?
    -Hotbar from unit selection?
    -settings and leave level

  • Unit 8:Weekly blog 3

    Firstly I Finished up the inspiration research leaving only my audience engagement heading to write under, although I may have covered it within the inspirations already.

    I then wrote up about the game pitches and styles and what parts of the 2 I analysed that I would like to use in my game pitch.

    I then started planning some of the UI.

    I didn’t finish planning the UI and moved on to the production of the map.

    I realised that I would probably only want to create base assets in blender and not set up the entire scene within blender, to save on meshes and textures in unreal.

    So I simply create a path and cube for a sense of scale compared to the temporary character I made in the previous week.

    Next week I will export this to unreal and start working on the camera system for the game and maybe also the level selction as planned in the UI.

  • Unit 8:Weekly blog 2

    Rough Character planning
    Questionaire to answe, target audience, platform suitability, pricing, and peer feedback
    Detailed upgrades, units, enemies and waves
    Level design

    This week I mostly felt like planing, so I started with creating some spreadsheets for the wave plan, enemy stats and unit stats.

    During that I realised that so much is intertwined within itself that I should get some outside feedback and ideas.

    So I created a google form for peer feedback and also to answer some of the research topics such as the target audience, pricing and platform.

    This helped me find a few extra unit ideas and also confirm some of the values I was stuck thinking about like the amount of heroes and units I should have, and aslo how many waves I should make.

    I added all of the questions onto the research page and wrote about them.

    I started planning the units in slightly more detail, thinking about how much income/ damage youo needed to do per wave and how much the units should cost. Though I got distracted as I needed to plan a visual change for each upgrade and started wondering how I will actually create my characters.

    I looked into rigging and animation for the low poly character and created a test design although I didnt bother to actually learn how to animate, I was just going to use it as a refernce to start sketching the visual changes for each character.

    I think this Is along the lines of what I would want my low poly style to look like. Personally I quite like it. I will learn how to create the animations for unreal in weeks to come. But for now I can create textures with the UVs.

    Then I procrastinated drawing some character sketches and decided to make a basic plan of the level design instead which I added to my planning page.

    Next week I will continue to plan out the units and enemies and hopefully finish up some of the writing for my research page.

  • Unit 8:Weekly blog 1

    This week I spent finishing the proposal and initial ideas, and then starting the research.

    Firstly I created a Gant chart to estimate and plan how I will manage my time.

    I then started picking from my inspirations, key features that I should write about. I also researched further into my inspirations, looking at their reviews and age rating. This is useful to see what people like and dislike about them and also to find a suitable age range for my target audience.

    I also researched and found some game pitches to inspire my game pitch to showcase my game demo, although I am yet to write about them properly.

    Next week I will continue my research and also start the planning.