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Environment, lightning and movement

Karunda Raider
A downloadable game

Environment and Lightning

During these days, I've been implementing the modular parts of the dungeon into the scene. Making an interesting looking dungeon was a interesting and fun challenge, since I've been using modular assets it was like playing with Legos. 

However, lightning is a very good way to create changes on the environment; in special, in a close environment like a dungeon. However, I got some 'light bleeding' through some of the roof assets. It is very noticeable, when you change the quality level in the editor: low and medium presets were more sensitive to light bleeding.

The solution was covering the roof with other pieces and make sure that everything align well. It took a lot of time to do that,  I'm really satisfied with the final product, there are still some issues to solve though.

Movement

So far, I was using the mouse and the keyboard to test the movement, I started to use the gamepad (playstation 4 controller) and I was really surprised that it was really easy and seamless to set up in Unreal.

I made the first implementation of movement for obstacles (on some secret walls) and also a grabber component for the player. As you can see in the image below, the player can catch the statue by clicking it (left click) or by pressing the square button on the controller.


So far the transition from Unity to Unreal has been not so bad as I thought. There are a lot of definitions and concepts that are similar between each engines. However, learning C++ is more difficult than C#. I still need to get used to the syntax in C++, in special for pointers, memory address, and some other operators like the scope operator for instance.

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