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[Devlog] Untitled Game | Group( Nicky FIeu, Zaorisz, Jean Doe, Christopher Alex , PhantomSloth )

A topic by nickyfieu created Jan 26, 2020 Views: 275 Replies: 6
Viewing posts 1 to 5
(1 edit) (+1)

We don't have a name yet so that will be coming in one of the updates on this devlog.

We are a team of 4 comprised of:

  • me ( NickyFieu ) - Programmer
  • Jean Doe - Programmer
  • Zaorisz - Designer
  • Christopher Alex - Audio/Sfx

Our goals for this gamejam:

  • Making a finished game
  • Having fun
  • Learning new stuff along the way

Programs we are currently using / going to use:

  • Engine : UE4 version 4.24 ( c++/bp )
  • Repository : Perforce
  • Audio program : not sure will ask the audio guy later ( american time zone )
  • Modeling software : 3dsmax or magicavoxel ( depending on the art stile we go )
  • Planning : Trello

Day 1 - The setup:

We started of by looking at ways of how we could work on the "same" project  in unreal. After some researching and me having used perforce before for my uni projects perforce seemed like the most solid solution for source control in UE4. So i started looking into how to setup a server for perforce and then use it in unreal. found this nice tutorial on YouTube on how to set it up of course this wasn't with any issues as stuff always goes wrong. What went wrong ? well around part 4 i believe you start port forwarding which is a simple process done it a bunch of times never had any issues. I followed the tutorial along just to be safe and for some reason no one could connect even tho i port forwarded it. Skip around an hour and half of Jean trying to help and figure out what was going on we finally figure out that its my firewall that was blocking port 1666. A simple google search on how to fix this and tada everything worked nice and wonderfully :). Then i explained it to my whole group how to connect to the perforce repository and how to create a workspace. Now evrything is running nice and smoothly.


After this was all and done we set up the trello page for planning all of our stuff we  still had to do. Luckily this process is simple enough to not have any issues :). Then we started by generating ideas for the game jam. 

In the end we all seemed to realy like the Tower defence idea Zaorisz gave which goes something like this: 

  • fire vs ice, player as a fire elemental would protect the main bonfire(source of his power and life force) against ice elementals,

As everyone mutually agreed on this idea to be the one we will work out we started working out the details of the game.
The game will be first person ( think of sanctum ) there will be a brief time period to build your defenses and then wave after wave will start coming at you with a small break to build new deference. Some of our defense ideas atm are for example : a campfire in an aura around the campfire  the ice enemies are slowed until they are out of that aura again.  Firewall this would be blocking the path of the enemies for a duration until it is destroyed. 
The objective of the game is to survive the given amount of waves in a given level you survive by not letting your Bonfire/Core be destroyed as every attack that hits it from a ice elemental shrinks its size.


That mostly ends what we did on day 1 other than me figuring out how to create c++ cpp/headers with unreal (it normally just works but due to perforce making files read only until you check that file out i had to figure out which files i had to check out to be able to create a new c++ class ) 

Expect Day 2 update somewhere tomorrow around 10-11 am ( EU central time ) if i don't forget

:)

Host(+2)

wow even just getting p4 setup is definitely a task. great work getting that up and running!

(1 edit)

Sorry for the late update ( had a uni exam today totaly forgot about updating this devlog was reviewing my code before the presentation )
Day 2 - issues :

The other programmer of our group had issues with c++ unreal project we had setup so as i am the only person really doing unreal c++ I chose to redo the whole perforce server and instead make a new unreal project with blueprints only. this fixed the issues sort of sad that i can't do c++ but we cant waist our precious time on small problems like these. Currently we haven't had any more issues with unreal not wanting to build / launch so that is always nice.

As i had already begun in c++ writing a procedural mesh grid creation class i had to port all that c++ code over to blueprints while I am not fully done transferring everything i had in c++ currently the grid comes out like this. 

Meanwhile our designer has been busy fully working out the game mechanics and such but no spoilers yet :).

Our audio guy has helped us get a new member for our art of the game.

Now our team is comprised of 5 people:

  • me ( NickyFieu ) - Programmer
  • Jean Doe - Programmer
  • Zaorisz - Designer
  • Christopher Alex - Audio/Sfx
  • PhantomSloth - artist (new)

thats about it for day 2 see you tomorow :)

sorry for not updating the devlog yesterday i had some irl stuf going on.

so lets make it a double

day 3 - 4 working out stuff:

me and jean have been hard at work making a decent adaptable system for placing wall pieces and wall connection pieces ( on top of each wall is a node where there can be a defense tower on top of for example ).
The way of how we do our wall connection pieces goes something like this check all 8 tiles around you do a sphere cast for objects ( using a custom collision preset called Structures ). If this hits then using the delta x and delta y tiles given to the function we calculate the length from the center tile to the one around it.
Now why do we need the length ? Well going diagonal is instead of a length of 1 its around 1.4 aka square root(2).
We also added a simple AI that after x amount of time moves towards the "Core/Bonfire" which would be what the enemies are trying to get to to kill you. At first we were going to implement A* but i noticed that the nav mesh when i placed the wall updated and removed parts of the nav mesh. i looked a bit online and found out you can set the nav mesh settings of your project to be dynamic which means if someone  places a new mesh somewhere in the nav mesh the ai wont be able to move there anymore. we will still add A* later on if we have time as stretch goals.

our designer , audio and  artist have been planning/working out more of the game and artstile the past few days.

here's a video of the current progress

https://streamable.com/9yn0y

Submitted(+1)

LiGhTiNg NeEdS tO bE rEbUiLt!

lol looking good! I like how they connect.

thx :)

day 5:

as i am really tired and its nearly 2 am here ill just give you the short discription of our progress of today:

perforce changelist

progress video