What tasks or parts of your game prototype did you work on this week? This week, I worked on adding a hunger system to the game. I wanted to do this to put some time pressure on the player, as well as wanting to create a game with the customer-satisfaction system that is well known in the Papa's Pizzeria games. NO PICTURES AT THE MOMENT Did you face any challenges or problems? / How did you overcome these challenges? / What were the good things that happened? Throughout the entire game-making process, it's been a little difficult finding helpful tutorials, while being able to implement and translate that into my own game, as most of the things I want to do are a little too specific. Also, it's kind of difficult to try and troubleshoot my game because I usually just have to find out what's wrong myself and without someone else's help. However, I know if I get stuck, there's probably some online forum that I can post my problems or questions onto. Plan for next week: Work on trying to finalize the game overall and start testing what I have. Spreadsheet Updates Playtesting with music is finished.
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What tasks or parts of your game prototype did you work on this week? This week, I worked on finding music and sound effects! I plan on having different music playing for the minigames, stores, and other settings. NO PICTURES AT THE MOMENT Did you face any challenges or problems? / How did you overcome these challenges? / What were the good things that happened? I didn't really face any challenges other than finding royalty-free music that fit the theme of the game. However, figuring out how to specifically input each one to its correct "event" will definetly take me some time. I'm sure there are tutorials out there... Music I've found so far:
Plan for next week: Input music into game, finalize minigames Spreadsheet Updates: Found music, sound effects, ambient noise, etc.
What tasks or parts of your game prototype did you work on this week? This week, I started to work on some of my blueprints for the NPCs and minigames!! NO PICTURES AT THE MOMENT Did you face any challenges or problems? / How did you overcome these challenges? / What were the good things that happened? Since I'm new to Unreal Engine and creating games in general, I wasn't really too familiar on how to create my own, original blueprint for different things. However, with creating the minigames especially, I found that it was much easier to follow a tutorial and then adjust certain components to make it my own! I eventually got it done in the end, and I'm pretty happy with the result. Now, I just need to find sounds and music for this game, as well as tweak some of the world/character designs. Plan for next week:
Spreadsheet Updates:
What tasks or parts of your game prototype did you work on this week? This week, I worked on implementing assets onto the game. The assets that I found was for the island base, NPCs, possible character designs, and details (food items, posters, etc.) NO PICTURES AT THE MOMENT Did you face any challenges or problems? / How did you overcome these challenges? / What were the good things that happened? I didn't really face any challenges this time, as I tried to import the assets in slow increments, hoping that it wouldn't crash my game. Additionally, I made sure to save after placing 10 assets, although I feel like it would be ok if those changes didn't save because they were just the minute details. Plan for next week:
Spreadsheet Updates:
The most significant lessons or insights I've gained this quarter was definitely learning how to proficiently create games in Unreal Engine. I figured out a little formula or plan that I just need to follow in order to make this process easier, so I hope to implement that while creating my own game.
The artworks that I've chosen for the update demonstrates my growth and development in Unreal Engine and in game design, as they were pretty much all independent-projects with no tutorials or assistance, other than using premade royalty-free assets for my greyboxing. This differs immensely compared to last quarter, as all we did was really just following tutorials, but that is apart of the learning process, and I'm sure I'll need help with my own game at some point. My experiences using new software, such as Unreal Engine, will add to an expanded field in which I could contribute to, like how I've contributed in different digital art opportunities. This relates to some of my short-term and long-term goals because I want to grow my knowledge and skill set to open doors for new experiences. I think I need to improve on time management and not being afraid to ask for help or any assistance with needed, as it'll help me become more productive with this personal game project and other related activities in the future. What tasks or parts of your game prototype did you work on this week? I worked on greyboxing my game, as well as finding character assets for the main player and NPCs. Additionally, I presented the greyboxed game that I had so far. Did you face any challenges or problems? While greyboxing my game, I tried to replace my whiteboxed boats with real, 3D modeled boats. However, my game crashed (probably due to the size of the asset file), and I lost all of my previous progress, so I had to do my greyboxing twice. How did you overcome these challenges? I think it was good practice for me, because I forced myself to work quicker and more effiicient. Having to start from scratch again made me realize the importance and efficiency of having a set plan, as I was able to use my memory as a blueprint to build off of. What were the good things that happened? I found really good, royalty-free assets to use, and they're all of the same theme and by the same creator, so it'll fit into my game really well. Plan for next week:
Spreadsheet Updates:
What objects from your whitebox did you replace with the models?
I replaced the buildings, added small details like the lamps and benches, as well as elevating some of the islands with docks and stairs. I wasn't able to replace other things or import new assets because Unreal Engine crashed on my previous attempt of doing so, deleting all of my previous work. So, I was a little scared to continue, but the other whitebox items will get replaced in the future.
Why did you select the specific models you used?
I selected these specific models because they were both royalty-free, and they were created with the same artist, maintaining a consistent art style and theme.
Which models did you create yourself?
I have not imported my own assets, yet, but I do plan on making my own plane and NPC models.
How does greyboxing affect your overall design moving forward?
With an idea of the game theme and art-style, I'm able to move forward with a clear image and checklist in my mind, making it easier to select and create new assets.
What tasks or parts of your game prototype did you work on this week? This week, I found some free asset packs for my game. Additionally, I sketched over screenshots of my whiteboxing video in Adobe Photoshop to help plan out my greyboxing, replacing simple structures with the assets in the free asset packs. While doing this, I also started to come up with what I wanted my character/NPCs to look like using Adobe Photoshop and images online for inspiration (I think I want to have Animal Crossing themed characters). After some time, I then started to work on my greyboxing at home, importing the assets and experimenting with shop and NPC locations. *PICTURES UNAVAILABLE AT THE MOMENT* Did you face any challenges or problems? I didn't really face any challenges that were really difficult in particular, but I guess the only one was just coming up with a new game concept in general, as I switched from the "Storage Searcher" game to this delivery game. Also, I had some trouble accessing my files at home during class because my flash drive seems to full, so I was unable to work on most of the assignments at school. How did you overcome these challenges? Although I was worried about the time it would take to create the new game, finding the free assets really helped me, as they were on theme with what I wanted, and the artist had a lot of asset packs that would fit into my game. With the flash drive situation, instead of working on greyboxing in Unreal Engine, I drew over screenshots of my whiteboxing video, which seemed silly at first, but now I can use it to my advantage, as I have a map/blueprint I can follow when I'm actually in Unreal Engine. What were the good things that happened? I was able to get a lot done with planning my game and finalizing the layout of the islands, shops, NPCs, and boats. Plan for next week:
Spreadsheet Updates:
For my game, the residential islands will have a mailbox in which you can deliver their order to if you don't want to interact with the NPC themselves. I found a YouTube tutorial for this mailbox specifically, as I'm honestly not too familiar with 3DS Max, and I wouldn't really be able to create something with my own knowledge. I really like the detail of this mailbox, but honestly, I don't really know how well it'll fit into my game because most of my other assets are pretty low-poly. However, I'm glad that I got this experience, and I'm sure I'll be using more of 3DS Max in the future.
How did you convert your original level plan to a whitebox environment?
Since I recently switched my game from the Storage Searcher game to this one, I didn't really have a sketch or planned out map that was already done, so I just quickly imagined what I wanted the game to be (with inspirations) and mapped it out in Unreal.
How did you determine scale for the environment and objects in it?
Whenever I would build a new structure, I would always check to see whether my default character fit right on every island. Again, I didn't really have a plan ahead of time, so I didn't really think of a scale.
What was the most difficult part of whiteboxing the level out?
I think the most tedious part was just creating that climbing structure on the fishing island, as it is the most detailed thing. Additionally, making the 2 little buildings that weren't just shapes obviously took more work out of the entire enviornment.
How does the process of whiteboxing relate to the skills you already developed in the Unreal game engine?
I was able to quickly create a whiteboxed environment by placing, transforming, and scaling different boxes, which are all skills that I developed while learning how to use Unreal.
What do you need to do next?
Next, I need to find replacements for the whiteboxed shops, NPCs, and islands, as well as create my own things for the plane and UI.
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About MeHello! My name is Cynthia Su and I am currently a junior for the 2023-2024 year at Chapel Hill High School. Archives
March 2024
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