Undertale Research When I was playing through Undertale I decided to do a pacifist run, meaning I couldn't hurt a "monster" in the entire game. The point of such a playthrough is to cause the player to learn about and develop feelings for the "bosses" in the game, who turn into their friend rather than always being the conventional foe. The final boss is an old friend (sorry I'm trying not to ruin the game) who tries everything in his power to defeat you, but in this run, no matter what, you stay determined and continue to try and help him. He keeps attacking you and there's nothing you can do about it, getting to a point your health goes into fractions of 1 (another interesting and unique aspect of a game) This makes the player feel helpless and in that moment I realised that games can make the player feel emotions through gameplay. Many games in the past have done this before. For example, in mega man x (I know I keep bringing it up) at ...
Popular posts from this blog
Pixel art in Photoshop Today I have been working in Photoshop to make pixel art for sprites. To do this I have used a few tools to add shape, tone, and texture. To start with I had to make the file 32 by 32 PPI. I could have used any power of 2 as that is what the restitution go up in. (16, 32, 64, 128, 256) After that, I started to make the shape using the pencil tool. I had to use the pencil too because it makes a hard line instated of clouring colouring and spreading to other pixels. After making the basic shape I use the pencil tool again to colouring in the lines and go over them. A finally I used the dodge and burn tool to add shading and texture to my artwork. I did have a few problems with finding the correct colour for the meat cleaver which as made it very poor and low quality.
Unit 8: Problems with the Climbing System, again.
I was having problems with getting the character to climb all of the walls, but that didn't take long to fix, when I tested it, I could climb all of the walls. however, after fixing that I realised that now had a larger problem, something that I didn't have to deal with in my last project. As the character climbs up one wall, it recognises the ledge about the one it needs to climb. Here is an example of it. To fix this I began to troubleshoot my game. I try a few things first, I had to find the problem that was causing it, so the logical source of the problem would the ledge tracer. So to check if this was the problem I put the ledge tracer to be on in debug mode, persistently. Then I started the game and saw that it was triggering with the blocks above me. So be I began changing variables in the blueprint that relate to the ledge hight tracer and look at where it moves the tracer ( the green and red sphere). Then through trial and err...












Comments
Post a Comment