(Mini) Devlog #4 Sick Jumps

Its not even 4 days into the new sprint and I’ve already implemented a bunch of changes to the way you jump. Mainly I added a mechanic called “perfect Jump”. Because this game is supposed to have a degree of skill involved in it, I added as system where, if the player times their double jump so that it’s right near the apex of their jump, the double jump launches them in the direction they’re currently moving, changing direction on a dime. On top of this it also boosts the amount of air control they have to its maximum.

I consider Perfect Jump to be like, getting a headshot, but for jumps. A sort of “Critical Hit” but for jumping. It’s by no means required for the player to complete the game, but its an advanced skill that adds a degree of skill to jumping.

This is all well and good in theory, but currently there’s sometimes a weird hiccup where sometimes, the player looses all motion and I havent quite been able to figure out why yet. But I’m convinced I’ll figure it out tomorrow. Probably.

Devlog #3: Significant Progress (Tired Blog #1)

the time is now 3:00 AM

I knew one of these would happen eventually

These sprints have continued to be more and more productive from a sheer code and implementation standpoint. Honestly being able to implement all of the mechanics and develop the core feel of the movement is going to be extremely useful if this project continues on for further development.


Current Emotional State, In Gif Form

I’m quite busy working on turning the movement tech demo that I’ve developed into a full prototype for the purposes of passing the challenge. I’ll list what I implemented below:

  • refined movment based off of qa feedback
  • implemented controller support
  • added a death state
  • added health pickups
  • refined placeholder effects
  • minor tweaks to debuggrenade

And Here’s a gif of a build that took in the middle of this sprint (sprint #3)

ezgif.com-optimize (1).gif

Devlog #2: Lets Talk about Particles.

So I really love Unreal 4’s Particle Editor and their whole Particle Workflow in general, because it lets me do stuff like this:


(Placeholder) Visual Indicator for the Forward Teleport-Dashing Mechanic.

The yellow flash in the viewport below isn’t its own sprite or emitter. I’m manipulating the emissive color values in that single emitter’s material flowchart.


 (A snapshot of the material flowchart and the basic layout of the Particle Emitter.) 

I’d been getting a lot of feedback from people, including members of the team that; partially because of the sameness of the dev enviroment ( the basic grid material sorta blends together after a while), and partially because of the particular input for how I’m prototyping the mechanic (Currently you double tap in the direction you want to teleport, in case you were curious); it was really difficult for people (even those playing) its sometimes easy to not notice when the play has teleport-dashed.

To combat this I wanted there to be basically a frame or two where the players vision is mostly obscured, but otherwise unintrusive, something that would show the player: “Hey, you just did this thing” in a way that isnt just printing words to the screen.

So I decided to rig up a  particle system to play a rough version of the sort of effect I was detailing when I was concepting this mechanic. A sorta “Shards of reality breaking apart as you tear a hole in space time” sort of thing (Minus the obvious post processing shaders I’d need to write to get the proper “Broken Glass” effect I’m imagining).  I used a Dynamic Parameter to set a scalar value thats multiplied by a texture map to amplify the emmisive values. I then manipulated this value at runtime using the Dynamic module in the Cascade Particle Editor’s curve tool. The resulting effect ramps down in a span of only 2 frames from 10000x the base color to just under 5x the base color.

I only really briefly looked into Dynamic Parameters, but from how I understand it you could concievably use it to alter things like individual particle’s position via a blueprint, which could lead to some pretty awesome effects, like bugs that actually cluster near light. (by setting the World Position Offset of the particles to a vector distance from the nearest light, which is calculated in a blueprint).

I don’t really have anything else to say, so instead here’s my favorite visual effect I’ve ever created in Unreal Engine 4:


(The GPU Sprites Typedata is so much fun to play with)