Will Kolb's Blog

'Its Like C but a little rustier'

More Tree For Thee

I made a better tree, not perfect (it still has the weird branch in the upper left) but its more passable than the other tree I made. I also found in unreal the “Foliage” system ( see https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-foliage-tool-in-unreal-engine ) which is the opposite of the “Landscape” system used for grass. Essentially it lets you spawn […]

Read more →

THE WOODS!

Jumped back into unreal but I’m heavily procrastinating the game parts so I started messing with some of the environment tools in unreal. Specifically I’ve been poking at the grass setup tools (https://dev.epicgames.com/documentation/en-us/unreal-engine/grass-quick-start-in-unreal-engine). Not too complicated essentially, your environment drives a few inputs and outputs in your landscape material. So I whipped up a quick […]

Read more →

Grenade and stealing music to make more music

I have a few cassettes of older music that I wanna sample and put into something in Abelton. Why use cassettes? They’re cheap as hell, this one was $4 from my local record store. I also made this guy: Simple enough, getting it in game went smoothly. I don’t think I want to make this […]

Read more →

Game Stuff: New Hud and Angry Gimp usage

I swapped out the health numbers and ammo numbers for the game. Still frame looks alright now but personally I think the ammo count size needs more work. Also the whole thing is sliding off the screen which makes me think I need to recreate the whole UI widget from scratch. The biggest accomplishment here […]

Read more →

Lean With it

Added Leaning to the game and did some work on the reactions to different kinds of physical materials. Gun still clips a bunch but it’s better than it was. The leaning needs more work but I figure to do that properly would require some kind of timer setup which I really don’t want to do […]

Read more →

Progress?

Been doing more with the game and got to the point where levels are starting to feel like levels and my “assetImports” folder is blowing up. More work still needed but I’m starting to get a warehouse vibe that I think I’m going to roll with until it gets stale. I pretty much gave up […]

Read more →

Another 5 minute track

I sampled Japanese house in this one (…or did I?) : Also I’m stuck on that game trying to make hit reactions…this is how far I got:

Read more →

Clean Ups

Messing with particle effects today. Above is the result of setting muzzle flash brightness WAAAY to high. Once I played around with settings I got a good feel for things: In addition I worked bullet holes so they look a little less “clean”. I still want to get some random going on there but honestly […]

Read more →

Build #1 (v0.0.0)

Still using the fake name “BlackLace” I sprinted over the weekend and made a first build of the game. Features: Yeah it’s very early but I got paranoid after seeing my GPU memory jump up to 14.9 gb so I wanted to try to send builds to people with less powerful graphics cards (I got […]

Read more →

Less Project More Game

Today I decided I needed to start making this an actual “game” rather than just focusing on the asset side of things. To start I made a simple arena: Essentially a bunch of walk-able pathways and two towers in the center. The goal was to essentially stress out the AI by putting a bunch of […]

Read more →