Devlog - Week 2

Week 2

Visual Studio - HTML

Spring Break! Despite being break, I remained very busy. I’m about wrapped up with the physics slide, and I mostly like where it is at, but will definitely have to refine and make sure it is in line with all of the other mobility systems.

After watching a few tutorials and implementing some systems, it was one thing to have a standalone system or handful of systems. On their own they look and behave alright, but when you’re developing and implementing multiple that may interact amongst each other in various ways then comes the bugs and tweaks. All a fantastic learning experience, but the tutorials can only take you so far, but that’s partially the point. Much like a nonprofit assisting a community, the point is to get the recipient to eventually become independent. So the little programmer learns to crawl and eventually walk.

Beyond the movement systems, I did actually implement a rudimentary “AI” which is really just a character navigating between patrol points. I’ve incorporated the course structure into this individual project and will eventually make this individual project my final project for the course. So, besides my personal dev time I’ll usually fly with whatever we’re learning for the week and throw it in there as well.

Although, this previous week I spent more time on a HTML, CSS, and Javascript web portfolio which was a total blast. I can firmly say that I thoroughly enjoyed HTML and CSS, Javascript I know I will come to enjoy, but the logic behind it wasn’t as intuitive to me yet. However, the power that all three languages possess together is immense. There are some really amazing things you can do with the three, and I look forward to developing an idle / incremental game once I have the time between my two websites, and the Unreal, and Unity projects.

Github Portfolio Link

I am having a blast though, now back to the grindstone. To further wrap up my projects within the next two-ish months, and to refine my portfolio materials. I know there are some gaps and inconsistencies across all of my professional web presence, I’m really just flying with it each day and making it as presentable as I can within the confines of the time allotted in a given day.

See you next week!

- Dylan

Devlog - Week 1

Week 1

Systems Demo

Testing Level

Wall Run Arc Display

Some Blueprints wow!

These devlogs will be written and presented in a casual way. I’ll discuss the technicals, but also I’d like to welcome you into my world and get to know me. So, if you’re here and reading this, thanks.

This is titled Week 1, but I’ve really been going back and forth on projects in C#, Blueprints, HTML, CSS, and Javascript for a couple months now. I had a prior education in data analytics which focused on Visual Basic and SQL Server. That was cool, in art in itself, but it always felt what I really wanted to do was right at my fingertips like Adam and God.

I spent some years as a merchandiser, which also was an art form in ways, and to be honest I really enjoyed that job. Again, I always knew there was something else calling me. Eventually, that’s how I ended up at the Games, Interactive Media, and Mobile Technology at Boise State University.

Now, let’s dig into the meat and potatoes. I was learning blueprints in Unreal, which even with prior coding knowledge I really enjoyed Blueprints. Sure, internet forums abound with why X engine or programming language is bad, but as a visual learner Blueprints just clicked with me. It made sense, I could follow the logic, understand the calculations - it was beautiful.

I started with a very basic FPS project, fire spheres from a cylinder bound to the character rig, and so forth. Well, I had finished playing Double Fine’s Brutal Legend for the umpteenth time and I started to go through another Heavy Metal phase. That led me to, “What if I just made a game that was built around Metal, Mayhem, and Momentum.

Thus, Heavy Metal was born. I started with the mobility systems and mechanics:

- Adjusted physics & base speeds
- Double Jump
- Multidirectional dash W/ FOV adjustment
- Idle, Walk, Sprint, Jump, and Land camera bobbing
- Left and Right camera strafe
- Wall Running

With intentions on adding:

- Physics Based Sliding

- Physics Based Enemies

- Physics Based Melee Combat

- Roguelike Elements & Progression

- Procedurally Generated Levels*?

- Handcrafted Level(s)*?

As all developers I’m sure there is much more I want to add, and I’m sure there are some things you would want to add as well. Hey, feel free to shoot me a message through the contact form or connect with me on LinkedIn. Always happy for some feedback good or bad.

The basis is speed, physics, momentum, and over the top chaos. I was really inspired by Doom, Destiny, Overwatch, roguelikes, and There are Millions of Goblins. Some crazy tech on that last one, what I would give to see their work.

Anyways, we’ll see where I take this series. Expect changes and restructuring in the game, my professional documents, my website, my platforms, etc. Various things need a refresh and run through, but all in due time. Until then, I’ll keep hammering away at Heavy Metal.

- Dylan