Funemployment Week Two
Week two of funemployment has come and gone and some bits were fab and others were not so fab. The good parts being that I managed to continue to progress in almost all areas that I wanted to progress in (with the exception of writing), continued to tidy up a bunch of real life admin, and stick to my workout routine. The bad parts were mostly the fact that I wasn't able to keep to my intended schedule, and lost out on a lot of productivity and time due to it.
Nevertheless, we move.
One of the highlights was probably the fact that I managed to do some much faster prototyping during the week that meant I had created more gameplay in a few days than I had in the past few months.
So what's going on in the above GIF? You are the blue circle with the red triangle face. The blue circles with the red outlines and the red circles are enemies. You can shoot green bullets, the blue enemies shoot red bullets, and the red enemies just charge at you once you get close enough. The yellow circle is a shield that blocks attacks. In the bottom right is an overheat meter - it goes up the more you shoot and if it maxes out, your weapons are locked for a short time (but you can still use your shield).
It is primitive but even in that short clip you can see a moment where I almost got blind sided by one enemy whilst fighting another enemy and accidentally overheating my weapon. Hopefully next week I can make further additions to the prototype.
I also threw together a quick test for pathfinding in GameMaker: Studio (which it turns out is better supported than I originally though). It comes in the form of a point and click test where you control one big character who is in turn being followed by a bunch of smaller characters.
On the Unreal Engine Blueprints front, my progress was a bit more tempered. I finished the initial intro tutorial to blueprints (it is excellently explained and can be found here for anyone interested: https://www.youtube.com/watch?v=EFXMW_UEDco&ab_channel=UnrealEngine) which covers things like interactions, creating a blueprint and messing with the construction code.
The above GIF just shows an initial structure I've created, some particles added in for a effect, and a sliding door that activates once you get near it. I wanted to have it open when you press a button on a nearby console but that ended up being way more complicated than I anticipated. Maybe next week.
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