Final post of the tri

So the projects done to pretty highly polished alpha state and i’m looking forward to next trimester most of all, I’ve certainly had a lot of fun with the project and learned a lot of new thing’s the highlights being learning about shaders and having our first exhibit of the project the low points being we had some issues with development and currently cannot build out the project into a stand alone version.

Currently we can only run the game from within editor however we are hoping that with the latest version of UE4 being released will have fixed the bug that is currently preventing us from building the game out.

I guess now I’m just looking forward to next trimester which will be my final trimester were we convert the game into a moba variant of itself and completely re design a lot of the aspects that are in the game this including the map I’ve been working on for the past thirteen weeks.

As well as doing all of this we have created a Facebook page which you can follow if you want to get frequent updates on the progress of the game, were hoping to create dev diary videos.

if you feel like it follow us here

Thank you.


First Exhibit!

So last night was our first exhibit of the game, i think overall it went really well we got a lot of positive feedback and i think the one that will stick with me the most is that people didn’t really think of it as a student project and really enjoyed it, we had a lot of people coming back to the testing stations to play it for the entire night.

From the feedback that we got it looks like we will still need to work on balancing the large and medium enemies a bit more, however the small enemy seems to be spot on, as well as this we need to change the fire rate of the crossbow as people want to be able to shoot more before it overheats.

In terms of visuals everyone really liked it, a lot of people commented that it reminded them of borderlands i think that;s mostly due to the simplistic textures and sobel edge shader i made to give it the cell shading effect.

Anyway not a massive update but i hope you enjoyed reading!.

Hey everybody hope you’re feeling great! for the most part of the last two weeks I’ve been polishing the map off to be ready for this week’s show as well as next week’s final presentation as i am coming to the end of this trimester, I am relatively happy with what i have achieved over these past 11 weeks so far and am generally looking forward to next trimester when i can start working on the multiplayer level for our game.HighresScreenshot00006

I’ve made some what i feel to be significant changes to the background environment of the level which will also tie into the multiplayer level somewhat as you will no longer be on one of the city pillars but in the slums exploring more of the lower level city, I’m looking forward to this coming trimester mostly for that reason as well as the idea of turning the game into a first person MOBA with tower defense elements.

To give you an idea of what i want the multiplayer level to look like think of “Remember Me” and “Ghost in the Shell” these will probably two of my main influences during the second part of development after I’ve created some concepts of level layouts, The level will most likely be a perfectly symmetrical level to insure that both players/teams will not have any advantages between each other unless they are player skill related.

Hope you’ve enjoyed reading, see you next time.


So small update, I’ve been working on finishing the map off by creating some extra background environment stuff, as well as this I’ve been learning how to create particle effects within UE4 such as smoke effects and various hit effects that will play when the towers or enemies attack for the most part it’s been fairly easy learning how to use the tool as it’s relatively similar to the particle effects tool in UDK, but yeah other than that i haven’t been up to much with the project.

I created some buildings which can be seen in the distance and made other pillars which can also be seen from far off to make it look as if its holding up the structure.

Hey everyone so this week i got some stuff done, changed some other stuff due to feedback and mucked around alot with shaders again.

The great thing is the shaders been fixed, i got some help from a lecturer and he helped me solve what was wrong with it as well as improving it to.

On top of this i also changed the shape of the HUD so that it didn’t take up as much screen real estate, some of the feedback wed received through testing was complaining about how the HUD was to in your face, which looking back on it now it did and had to be rearranged, Example below.


Essentially we just tried to spread everything out on the top of the screen then have it drop down closer to the center of the players view point, The original HUD was to decrease player eye movement around the screen however this caused it to be to in your face, so we sacrificed that and changed it to this, although the player has to look around more it shouldn’t be a problem.

So on top of viewing that image you can also see that the Sobel edge shader is fixed now, Once i had a lecturer in to help me on the shader it only took a few hours to figure out what needed to be fixed and as well as this he helped me improve the how the shader blends out to un-cell shaded areas using a fade off value that he showed me how to create, All in all i’m very happy with the outcome of it and i look to trying to learn more about them, I also plan on using this shader in the future for my own project which i will be trying to make the time to work on it during this trimester and the coming one.

And finally i edited the player area by swapping out the bsp brush that the character walks on with a static mesh to so that i could create some more interesting geometry, however this isnt finished yet to ill leave it to a later post before i show it off.


These Updates!

Hi so a quick update! (this is cause I’ve missed a post and need to do it to fill college submissions).

Since the VHS style shader that i created using a tutorial for UE4 i have gone on to create a sobel edge shader which creates a cell shaded style of look similar to borderlands (probably because what they used was very similar) and i am now modifying this to work with the current project, essentially what will happen is that the VHS shader will kick in whenever the player takes damage and the sobel edge shader will be used for the majority of the time.


So that’s what i have now, currently it doesn’t render the textures that are present within the scene so i have to figure that out however i am confident that i will figure this out relatively soon.

Apologies for the short post however i need to catch up on them, Hope you enjoyed.

Shaders are go!

Hi everyone so for this week i took a break from my usual asset development to try my hand at the creation of some custom shader’s for use with our game, a shader is what is used to render the game world and essentially for this i will be creating a material system that piggy backs onto the UE4 camera shader and renders the effects I’ve created , To begin this process i talked with one of the Lecturers at my college and he gave me some good examples on were to start.

For this shader i attempted to recreate a VHS style Static screen, i was actually astounded when i was reading on the UE4 documentation site to discover a tutorial that very closely does what i am attempting to create, example below of current shader.
ShaderExampleThis was created using UE4’s node based material system and i am so far very happy with the results, their are still some problems with it that need addressing though which i have not figured out yet, For one the shader does not render particle effects and the current suggested workaround for this completely breaks the shader, Example below.

Broken ShaderAs you can see the shader is now rendering out completely incorrect to what i want (pretty cool looking though, kinda like the camera effect from outlast), however it now renders particle effects, I am not entirely sure how this works however from what i understand it is due to how the scene’s layers are rendered.

The idea behind this shader is that it will be present whenever the player takes damage, and it will increase in fluctuation when the player is close to death. For fun i want to try and add a sobel edge effect ontop of this shader to try and give the world a more cartoony feel to it and less serious, I am very happy with what i have got so far and would like to try and use this shader effect for use in other projects later.

Hope you have enjoyed reading.