Loomie Land week nr 46

Ninth week of game project 3

Monday, November 13th

I fixed a bunch of blueprints to work with the changed interactable system. I also made a shop where you can purchase customization options in the form of new masks which the player character wears. I also fixed some bugs related to various issues.


Tuesday, November 14th

Home sick.


Wednesday, November 15th

I looked into pre-loading levels before opening them, to mediocre success. I then created the VFX for the portal from scratch! It was a lot of fun making all the texures and sprites as well as creating the actual Niagara Systems themselves.


Thursday, November 16th

This was a very long ~16 hour work day. I created the logic for a movable cage which holds a trapped hostile NPC. I also optimized a lot of blueprints and fixed our levelsequence cinematic logic in a blueprint, letting it run cheaply. I went on to add some secrets around the levels. I then worked with the avatar artist Elin to get correct mask meshes into the engine, which took a little while as her Maya structure was a bit... hard to work with. I then created all the mask variations and made them work with the mask blueprint. Then I spent a few hours fixing small bugs and level issues.


Friday, November 17th

Final day! I started with fixing an issue with avatar mask persistence through levels that occurred specifically in builds. After some debugging I found that the issue was caused by soft references, so I made a quick fix for it. I also implemented animations for the player that hadn't been implemented yet. And, of course, I created lots and lots of builds. I then also cloned the repository for the game to GitHub so that the team can access the files remotely, in case they need it for their portfolio or something.