This week the whole of the ground floor has finally been assembled, including all wall, floor and ceiling architecture. Though some major lighting issues have raised their heads.
As can be seen in the video, the use of modular wall sections in Unreal is not supported without a lot of extra work. This may mean i have to take each section of room and join it into singular walls. It’s not a lot of work and luckily I have a few days slack time before my next task completion in my hack n plan.
I did try to find a work around for the issue by posting a picture of the issue on the Epic forums (https://forums.unrealengine.com/showthread.php?134472-Modular-Environment-Seams).
I got a reply that directed me to the Unreal troubleshooting page about lighting (https://wiki.unrealengine.com/LightingTroubleshootingGuide#Shadow_Seams.2FShading_Differences_with_Indirect_Lighting).
Sadly this is a known issue and there is a work around but so far it hasn’t helped much.
So some additional modelling on the architecture is therefore required, but since I have already made headway on my prop modelling it won’t put me too far out of schedule.
After doing a lot of written work today I decided to start on something practical and since this is my first time using UnrealEngine 4 properly I started simple with the player movement.
Turns out its not as simple as I thought as I didn’t want a standard Character class so had to set up a Pawn as a controllable class and then to simulate flying a load of playing around with different velocities is required.
I got there in the end and I quite like the movement and the roll that allows for swooping passes, now just to work on the feel as at the moment it is very straight and almost rigid. I’m not entirely sure how to make it feel more organic and flowing, but I’ll try some things out and hope for the best.
At the beginning of the Game Design Document a clear and succinct description of the game is vital, it gives the reader (whether they be an stakeholder or a team member) a really efficient and to the point blueprint of the what the game will be.
Abstract for Raptured (Working title):
Raptured is a story driven puzzle game where players act as an Angel sent to Earth to bring the souls of humans to their afterlife. The Angel collects souls that float above piles of clothes of raptured humans, these souls add substance to the Angel and allows it to move objects in the world. To reach the next souls darkness must be removed by moving objects to shine light on it. Then Angels objective is to find as many souls as possible and reach the highest point of the level and ascend back to the skies.
Any questions and feedback welcome, this is still very early in the process and the idea may change so keep coming back to see the development.