Will Kolb's Blog

Good at making todo lists, bad at clearing the todo list

Terminal Time

A while back I made a terminal model that looked meh but was designed to serve as a stand in for some kind of computer interaction: I started out wanted to make a command line interface, but then I changed my mind and wanted a Doom 3 style interface: Setting up the actors To accomplish […]

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Oil and Strings take memory

Also for some reason my output log is taking up 8 gigs of memory. I admit I had a divide by zero error but why did it fill up the output log to the point of nearly crashing my computer… Other news, I reworked the bot deaths so they spray oil everywhere: This is a […]

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HUD Rework and Physics noodlin’

The old hud was starting to bother me so I leaned more into a simplier hud that I can expand upon later. The original hud I was going for a kind of skewed look as if you were wearing a helmet and the information was displayed on these green dots on the screen. While a […]

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Flute it up

I went into this then I found this bass sound and just kinda rolled with it I found a sound a liked and rolled with it (it a bit loud fyi) Here’s the synths (where the concert flute is a sampler) The flute is surprisingly nice is from the Abelton orchestral woodwinds pack: https://www.ableton.com/en/packs/orchestral-woodwinds/. That […]

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Loop-dee-Loop and Todo-s

I wanted to mesh paint (https://dev.epicgames.com/documentation/en-us/unreal-engine/getting-started-with-mesh-texture-color-painting-in-unreal-engine) a bit in unreal and thought “Oh I’ll just flip this virutal texture box” I have a pretty good pc (4090 24gb) I’m surprised its taking so 5+ minutes (but then again I’ve made NO effort to optimize any of my materials… That being said… I guess I made […]

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“If the robot makes three beeps don’t stand in front of it.”

Threw the muzzle flash 3d model into the explosion so we get some kinda fire out of it. It works much better than I expected: Also attempted to make some light-bulbs that hang from the ceiling but it turns out the unreal provided cable component (https://dev.epicgames.com/documentation/en-us/unreal-engine/cable-components-in-unreal-engine) doesn’t apply physics forces to whatever it’s attached to. […]

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Environment

Churning through this first semi-finalized level (which will probably be the demo level). The idea here is that the warehouse will open up to an underground section.

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They Keep killing each other…

I re-wrote a bunch of the patrol bot AI to use EQS (Environmental query system: see https://dev.epicgames.com/documentation/en-us/unreal-engine/environment-query-system-quick-start-in-unreal-engine#2-environmentquerycontext ) , which should greatly simplify the the bots and give them better criteria to find spots that see the player, but are also kinda close. Here’s the EQS Tree: Essentially EQS is a way to break up […]

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Build build build build

I made a real spawn location for the patrol bots: Isn’t too much to it, just a bunch of boxes and a conveyor that spits out the bots. I reworked some of the deployment logic so that bots are physics objects before they get fully deployed. That way I can do stuff like drop them […]

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The 5th rocket post

Added particles and sounds for rockets, also added a laser point to the rocket bot. I made the rocket sound myself by doing a lame attempt to copy the image here (idk the context I straight up just googled “Rocket Sound Spectrum”) I did this by making some white noise generators in Abelton and filtering […]

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