Follow Me Gusta Productions
Follow
Following Me Gusta Productions
Following
Add To Collection
Collection
Comments
Devlog
Luddite
←
Return to Luddite
Devlog
Cutscenes
September 22, 2022
by
Me Gusta Productions
To enable a flow of gameplay from the combat and movement to talking with the NPCs after quests, or to blend between world transitions, we added a fade mechanic. The screen will fade to black, and the...
Continue reading
Balancing the enemies
September 22, 2022
by
Me Gusta Productions
Author: Adam Stagg The enemies used to all always have 10 health, and the player only ever deal 1 damage. This would be an issue because it is the same difficulty to get through the final dungeon as i...
Continue reading
Quest Gamefeel
September 12, 2022
by
Me Gusta Productions
Currently, the way that the quests work is just internally updating a number and then upon returning to the hub world immediately awarding the items to the player. In this update, we added some feedba...
Continue reading
Dungeon Spawns
September 11, 2022
by
Me Gusta Productions
Spawning things in the dungeon comes in 3 waves. The first wave will be all the enemies in the dungeon, as we want to ensure we have enough to make the dungeon playable. After that, we decide the boss...
Continue reading
Questing Systems
August 24, 2022
by
Me Gusta Productions
Author: Adam Stagg Now that we have a working questing backend, we need some way to tie these quests to all other aspects of the game. This could include killing enemies, collecting items, or finishin...
Continue reading
Adding Physics to our Game
August 19, 2022
by
Me Gusta Productions
Author: Alejandro Morales During this week in Luddite, I had to implement a bit of physics for some enemy behaviors and attacks. The reason is that there is an enemy that will jump over the player to...
Continue reading
Questing backend
August 16, 2022
by
Me Gusta Productions
Author: Adam Stagg For the questing system, we needed to implement a lot of backend systems for them to function. We needed some way to track enemies, items, dungeons, and crafting. To do this, I made...
Continue reading
Dungeon Nav Mesh
August 09, 2022
by
Me Gusta Productions
Author: Adam Stagg For the procedural dungeons, a nav mesh needs to be created so that the AI can traverse the dungeon. There are a few ways to do this, but the initial way I thought of doing it was t...
Continue reading
Dungeon Corridors
July 21, 2022
by
Me Gusta Productions
Author: Adam Stagg When generating dungeons, we go room by room. When the second room is spawned, we need some way to connect this room to the previous room so that the player is able to walk through...
Continue reading
Dungeon floorplan merging
July 16, 2022
by
Me Gusta Productions
Author: Adam Stagg To get the dungeon floorplans to feel more organic and unique, there should be a way for rooms to not just be boxes or squares. If all rooms are just the same shape, this can lead t...
Continue reading
Sharing Information Between AI
July 15, 2022
by
Me Gusta Productions
Author: Alejandro Morales While learning how to create AI in unreal, I came across many bumps and hurdles that I had to overcome. One of these problems was sharing information between the enemies. I w...
Continue reading
Dungeon Generation
July 09, 2022
by
Me Gusta Productions
Author: Adam Stagg When developing the original dungeon generation algorithm, I decided to use the wave function collapse algorithm. This would make every aspect of the dungeons, the floorplans, the c...
Continue reading
How Early Feedback can Change the Trajectory of Your Game
July 02, 2022
by
Me Gusta Productions
This week was a crucial one. In terms of getting functionalities done, we didn't make much progress, but we had some industry professionals test our game prototypes and give us feedback. We have been...
Continue reading
Player Attack Animations over the Network
June 30, 2022
by
Me Gusta Productions
Author: Adam Stagg The challenge for this week was to get the player attacks working over the network. I was having some issues with the RPCs not working in the correct way, and I am still unsure why...
Continue reading
Unreal Trace Channels
June 24, 2022
by
Me Gusta Productions
Author: Landon Henry While working on Luddite this week, I started playing around with trace and object channels in Unreal Engine 5. I needed to use them for the target lock system, hitboxes, and fixi...
Continue reading
Blueprints > C++ for some things
June 24, 2022
by
Me Gusta Productions
Author: Alejandro Morales This week was a fun one, I had to finish the enemy health and combat system for this week's build. Until now, all of my work has been using c++ classes to create the tasks us...
Continue reading
Procedural Generation
June 24, 2022
by
Me Gusta Productions
Author: Adam Stagg For our game, we want to have procedurally generated dungeons that the player will go to when they leave the hub world. We had a pre-built dungeon for testing purposes, but we did n...
Continue reading
Problems with SubMenu Tabbing
June 20, 2022
by
Me Gusta Productions
#Development Issues
Author: Camaro Kalithasan Posted on June 18, 2022 Luddite Blog Entry #2 Problems With SubMenu Tabbing UI Development Part 1: Our game needed a way to leave the game and return to the main menu, which...
Continue reading
The Problems of Enemy AI in a Multiplayer Game
June 19, 2022
by
Me Gusta Productions
author: Alejandro Morales During the development of Luddite, we as a team decided to implement pear-to-pear networking for multiplayer. Multiplayer was part of the C feature list but it was recommende...
Continue reading
Networking the Player
June 19, 2022
by
Me Gusta Productions
Author: Adam Stagg Problem The player is currently working with movement and animations, however it is not synchronized over the network. Multiple clients can all see their own animations, however ove...
Continue reading
Root Motion in Unreal
June 18, 2022
by
Me Gusta Productions
#blogpost
Author: Landon Henry In the recent iterations of Luddite , we have been using Mixamo models and animations for the game. This is convenient but it does come with its own set of challenges. Our combat...
Continue reading
First Prototype
June 11, 2022
by
Me Gusta Productions
For our first prototype, we added all of the basic features we need for the game. We added 4 objects, all networked in a different manner, as well as a support for up to 6 clients. There is now an ene...
Continue reading