Development Update 3


The Third and Final Development Update

Unreal Engine 4

Since the last development update a lot has happened on the game including finally putting the second section into the game with both of the layout and some of the obstacles and also more menus involving the ending of the game and a new title screen for the game.

Image of one of the sections in the 2nd half of the game

Image of another section in the 2nd half of the game

The second section of the game is more interesting since it takes place on the ground floor of the facility and has more light areas compared to darker areas, this makes level design more interesting since the lack of relying on the flashlight. There are 4 rooms in total the player will have to traverse with the final room housing the door to escape. At this point all of the same tools were used here to make this possible but the interesting parts is how the menu's were made.

Image of the Ending Screen

Image of the code that links the number to the player bullets.

The ending screen is linked to the ammo counter the player has throughout the game and this is done similar to how the HUD is done for the ammo counter (See blog post on how the HUD and ammo was made for more information) With this case having the game HUD values class that is linked to the player linked to a numeric value that is apart of the ending screen of the game.

Image of the title screen

The start screen mainly had some updates to the look of it along with the addition of the title "Daybreakers" This does use an image what is the Protagonist from another game "Persona 5" This was done to make the game look more like an actual game and not simplistic with just the simple buttons on top of the game screen already put in place.

One other addition that is a new tool used though is making a Texture that is able to be used in the game, in this case it's a simple box texture to look more like an actual box. The texture was found online and had some additions changed within the main game to make it look more realistic.

An image of the material editor

This image shows the material editor and the simple additions I made to the texture was add the Specular option to make it look more matte and like wood. The other options make the material look more metallic and shiny along with being able to edit the material domain and the blend of the texture, this mainly helps with what type of mesh the texture will be applied to along with how you would want the final texture to have fancy effects like going from opaque to translucent what would make the texture look more faded.

Image of how the gun looks in game (Second half of game)

Image of how the gun looks in game (First half of game)

Comparison to Unity
In unity making a material and using a texture is more simple than how it is in unreal engine but it's much easier to get a better looking material in unreal engine than how it is in Unity. With unity you have more options for your material to use simple colours or use a texture along with the colour and emission of the texture to make it pop out more, with unreal engine you have more options to how you would want the material to look for all types of surfaces and meshes ranging from simple matte textures for walls and floors to shiny textures for metallic surfaces or even an eye ball. I prefer how simple it is in unity to how it can get complicated within Unreal engine 4 but the options of Unreal engine 4 makes the learning curve worth it.

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