The switch to unreal went quite fast and if you followed the stream you know the changes I made to the original concept. Lately I had a few problems with motivation and as a result I did not work on the game as much as I wanted to and I am way behind schedule (by about two month so far).
All that does not mean that I will abandon the game in any way. It simply means that the schedule I set for the streams and the work might not be the same as stated on twitch. The starting time of 10 in the morning is not really working for me most of the time. I was thinking of changing to a 12 to 20 schedule on Tuesdays and Thursday. The rest of the week will hopefully to schedule but I cannot assure that.
As to the game itself, all the old mechanics are in and the first quest is in as well (get beer). There is also the overarching main quest in but only the first two steps are achievable, the rest is not implemented yet. There are a few uncertainties in my original design that I need to figured out. Another thing that is not clear as of now is the visual style of the game on release. Originally I was thinking about a realistic style with me being able to design characters according to some parameters but I cannot easily use the same system in Unreal as I would in Unity.
Now, I was thinking of going the cartoony realism route, like WoW or Darksiders. The problem is that I cannot paint textures myself and I cannot create all environment models myself or it would just take way longer than a trained artist would need for the same work.
Apart from the art side of the game, I still need a lot of story and dialogue content which means a lot of writing and other aspects of the game need to be designed as well.
In a game about beer, there is no beer or any brewing yet, not sure how far I want to go. There is not enough to do in the game so far and I need to change that...
As to my life, it really is a mess, I do not know what is wrong with me but I will get some help soon and hope that I will be able to continue working on the game and get my life in check at the same time. So I hope you will understand this will be my focus first and foremost.
A blog about games, game design and other aspects of my life that I feel like sharing
Showing posts with label MagicAle. Show all posts
Showing posts with label MagicAle. Show all posts
Monday, 6 February 2017
Sunday, 2 October 2016
Possible Engine Change
Due to issues with different aspects of my game in Unity, I decided to switch over to Unreal as I got a lot more documentation and tutorials for that engine as for Unity.
One of the issues are for instance the shader I was using for my terrain that made the textures look better and let me have "holes" in the terrain for my caves. The theory is really nice but over long period of time I did not manage to configure the shader to my satisfaction.
In Unreal, I can do the same thing just out of the box and with simple configurations. On one afternoon I was able to import my terrain into Unreal and set it up that it looked similar to the result in vanilla Unity, I also found a tutorial to get the full functionality of the Unity shader in Unreal.
Unfortunately, I also found a bug in Unreal that removes the textures in the piece of terrain on which the terrain hole is located.
Next steps are to import all the environment assets I used in Unity into Unreal and add them to level. After that I will add the mechanics in blueprints to the Unreal project.
Meanwhile, my brother is working on basic character meshes and a pipeline to provide me with different base meshes for each race that I can then use for my character creation both ingame and for npcs.
All this means, that there will be a further delay in my schedule (which is already about a month behind) but hopefully result in a better base game as well. I will work on key features during the next week and if I run into mayor issues along the way, I only "wasted" a week and will go back to Unity where I have to change the scope a bit and then work on more content. In the event that Unreal helps me catch up lost time and speed up development, I will stick with it and continue working on having a prototype ready for testing a week later.
One of the issues are for instance the shader I was using for my terrain that made the textures look better and let me have "holes" in the terrain for my caves. The theory is really nice but over long period of time I did not manage to configure the shader to my satisfaction.
In Unreal, I can do the same thing just out of the box and with simple configurations. On one afternoon I was able to import my terrain into Unreal and set it up that it looked similar to the result in vanilla Unity, I also found a tutorial to get the full functionality of the Unity shader in Unreal.
Unfortunately, I also found a bug in Unreal that removes the textures in the piece of terrain on which the terrain hole is located.
Next steps are to import all the environment assets I used in Unity into Unreal and add them to level. After that I will add the mechanics in blueprints to the Unreal project.
Meanwhile, my brother is working on basic character meshes and a pipeline to provide me with different base meshes for each race that I can then use for my character creation both ingame and for npcs.
All this means, that there will be a further delay in my schedule (which is already about a month behind) but hopefully result in a better base game as well. I will work on key features during the next week and if I run into mayor issues along the way, I only "wasted" a week and will go back to Unity where I have to change the scope a bit and then work on more content. In the event that Unreal helps me catch up lost time and speed up development, I will stick with it and continue working on having a prototype ready for testing a week later.
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