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Slimegeon
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Devlog
Finalizing the Skill Trees and the Missile Turtle
May 25, 2023
by
Mabir052
Anthony Palermo - 5/25/2023 For our final week of dedicated production, I spent most of my time finalizing the assets that would be used with all the skill trees, along with finishing the rework for t...
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Creating Modular UI
May 25, 2023
by
WillEFox
By Will Fox 5/25/2023 Hey everyone! This is sad, but this will be my last blog post for the Slimegeon project. My group and I have finished the game up for final turn in and we will be graduating next...
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Sword Reveal Over Time
May 25, 2023
by
zaklev
Author: Zak Levine Date May 25, 2023 An overlooked aspect of Slimegeon is the slime's attack. The slime spawns a sword and uses it for combat. Although the blade has the same material as the slime, it...
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Bug Fixes and Cinematics
May 25, 2023
by
MrMisinput
Jamari Williams - May 26th, 2023 This week, I worked on a few bugs, adjustments, and cinematics for all of the bosses. Starting with the bugs, at some point, the enemies stopped targeting the slime in...
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Fixing Pawn Jitters
May 18, 2023
by
WillEFox
5/18/2023 By Will Fox Hey All! This week, I worked a lot on sound effects. Since that isn't very interesting, I'm going to talk about a smaller yet more important bug that I ended up working on and fi...
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Reworking the skill trees
May 18, 2023
by
Mabir052
Anthony Palermo - 5/18/2023 Along the same lines of last week, this week I worked on reworking the skill trees which had previously left unfinished to prioritize work on other more important aspects o...
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Reorder Save List by Date Last Played
May 18, 2023
by
zaklev
Author: Zak Levine Date: May 18, 2023 The save list is ordered by how it is read in. A simple but very convenient functionality is ordering saves by date. To create this functionality, I made two C++...
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Possession, Lock-On Blips, and Yeti
May 18, 2023
by
MrMisinput
Jamari Williams - May 19th, 2023 This week, I replaced the temporary possession and lock on blips, made teleporting work in the tutorial, and imported a mesh with animations for our final boss: the Ye...
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Loading Screen and Lock On Adjustments
May 11, 2023
by
MrMisinput
Jamari Williams - May 11th, 2023 This week, I focused on creating a loading screen, lock on adjustments, and a few bug fixes here and there. Starting with the loading screen, I made a simple screen th...
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Snowballs Destructive Mesh
May 11, 2023
by
zaklev
Author: Zak Levine Date: May 11, 2023 An entertaining functionality, many games include objects that break into many parts or visually destroy themselves. To enhance the mechanics of the final boss, I...
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Lich Skill Tree Rework and Bug Fixes
May 11, 2023
by
Mabir052
Anthony Palermo - 5/11/2023 For this week, I have begun working on the revamp for all the skill trees in the Slimegeon, along with having to work on some minor and major bugs. The most significant bug...
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Fireball Rain Issues
May 10, 2023
by
WillEFox
By Will Fox 5/10/2023 Hey everyone! This week, my group and I are still focusing on debugging our game since this is our final month of working on it. So, I decided to focus on our first boss, The Lic...
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New Tutorial and Bug Fixes
May 06, 2023
by
MrMisinput
Jamari Williams - May 4th, 2023 This week, I focused on making a more in-depth tutorial and a few bug fixes and changes. I started by creating a TutorialTriggerBase, which is responsible for actually...
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Bonus Rooms and Final Boss
May 05, 2023
by
MrMisinput
Jamari Williams - April 28th, 2023 This week, I finished the base functionality of the bonus rooms, created a tutorial level, made some fixes to the Last Stand system, and worked on our final boss. My...
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Bonus Room Doors and Bomber Enemy
May 05, 2023
by
MrMisinput
Jamari Williams - April 21st, 2023 This week, I created a new enemy and started working on conditional doors for the player to access bonus rooms. The new enemy I created was the Bomber. All it does i...
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Miscellaneous UI work
May 04, 2023
by
Mabir052
Anthony Palermo - 5/4/2023 For this work we week, our team had planned to showcase our game at Full Sail's FPS event to get feedback from more than just our classmates and teachers. Due to this, we ne...
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AI Target Player when Damage Taken
May 04, 2023
by
zaklev
Author: Zak Levine Date May 4, 2023 A significant aspect of a good AI is that it should target the player. A massive issue within Slimegeon's AI was that the enemies only targeted the player when they...
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Fireball AOE
May 04, 2023
by
WillEFox
By Will Fox 5/4/2023 Hey everyone! This month, my group and I are finalizing our project which means we have a ton of debugging on our hands. This week, I fell down a rabbit hole regarding the Lich's...
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Beastiary Encyclopedia
April 28, 2023
by
Mabir052
Anthony Palermo - 4/28/2023 Over the course of this week I finished the work on the Beastiary Encyclopedia and player stats. On the subject of the player stats, the three stats are the same as the ene...
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Spawn Locations & Randomizing Spawn Waves
April 28, 2023
by
WillEFox
Will Fox 4/28/2023 Hey everyone! This week, I do have an actual update. My team and I worked very hard to get our last boss level done with as well as buffering out the game to make sure it worked pro...
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Lighting System - Optimization
April 28, 2023
by
zaklev
Author: Zak Levine Date: April 28, 2023 A significant aspect of all dungeons is ominous lighting. The developer must address two central elements to integrate lighting into the dungeon successfully. T...
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Player Stats and the Beastiary
April 22, 2023
by
Mabir052
Anthony Palermo - 4/21/2023 For this week I had not done much work due to the Hall of Fame week at Full Sail, so I don't have much in terms of updates or work. I had spent the week going to panels and...
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Syncing Boss Attack Animations With Attacks
April 21, 2023
by
WillEFox
By Will Fox 4/21/2023 Hey everyone! I didn't do too much this week as there was an event at my school that I had to attend. So, this week, I will be talking broadly about how I have been developing th...
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Necromancer Player Basic Attack: Lightning Beam
April 21, 2023
by
zaklev
Author: Zak Levine Date: April 21, 2023 Necromancer Basic Player Attack: Lightning Beam An issue in Slimegeon and many games are skills that cause time when the player doesn't have to be engaged or ca...
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Ghoul - Leap and Ground Slam
April 14, 2023
by
zaklev
Author: Zak Levine Date: April 14, 2023 A big draw to games is the skills and abilities available to the player and the enemy. Many games have implemented a forward leap and ground slam capability to...
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The Second Boss
April 14, 2023
by
WillEFox
By Will Fox 4/14/2023 Hey everyone! This week, I put a lot of time into working on the next boss of our game. Now, because I have already had experience with developing a boss already, I didn't run in...
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Enemy Stats, HUD, and Beastiary
April 14, 2023
by
Mabir052
Anthony Palermo - 4/14/2023 Over the course of this week, I have primarily been working on implementing stats to the enemies. The three stats we have given to the enemies are ATK, CON, and INT. ATK is...
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Status Effects and Skeleton Skills
April 13, 2023
by
MrMisinput
Jamari Williams - April 7th, 2023 This week, I started working on status effects, abilities the player will unlock for the skeleton, and a few bug fixes and tweaks here and there. Starting with the st...
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Lich Ability: Gravitational Surge/Vortex
April 07, 2023
by
zaklev
Gravitational Surge/Vortex Ability Author: Zak Levine Date: April 7, 2023 A vortex or mini-blockhole is an ability in many games that sucks players toward a center point. The main game I based the abi...
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More Skill Trees and Enemy stats
April 07, 2023
by
Mabir052
Anthony Palermo - 4/7/2023 Coming back from the week break from working last week, I have continued to work on the enemy skill trees for the player. This week I primarily made the UI for two of the sk...
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Creating A Boss
April 07, 2023
by
WillEFox
By Will Fox 4/7/2023 Hey everyone! After a little break from development, I decided that I would work on creating a fun and interactive boss. This was definitely a lot more difficult than I had imagin...
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Missile Turtle Possession
March 24, 2023
by
MrMisinput
Jamari Williams - March 24th, 2023 This week, I refined the Missile Turtle’s AI, started working on the player’s possession of him, and did various bug fixes and small changes to improve the state...
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Ghoul Skill Tree
March 24, 2023
by
Mabir052
Anthony Palermo - 3/24/2023 Over the course of this week, I have been working on the ghoul skill tree and its accompanying features. I had to design what the skill would do and get most of them functi...
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Dynamic Map and MiniMap
March 24, 2023
by
zaklev
Author: Zak Levine Date: 3/24/2023 A map and minimap are prominent features in many titles and would significantly improve Slimegeon. I first had to decide how to make the map to tackle this feature...
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Getting Projectiles to Stick to Terrain and Player
March 23, 2023
by
WillEFox
By Will Fox 3/10/2023 Hey everyone! This blog post will be relatively short this week as most of the issues I ran into have been debugging-related. So, one of the more critical issues I figured out wa...
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Undefined AI Behavior when there are Multiple Instances
March 23, 2023
by
WillEFox
By Will Fox 3/3/2023 Hey everyone! Today, I wanted to discuss a problem I ran into regarding AI senses. More specifically, AI perception in Unreal. Since my primary role in the group is to create enem...
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Reworking Melee Collision
March 23, 2023
by
WillEFox
By Will Fox 3/15/2023 Hey everyone! Today, I will discuss a minor issue I ran into regarding collision for melee. So, this problem started when I created my first AI enemy called the Ghoul - my first...
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Friendly Fire
March 23, 2023
by
WillEFox
By Will Fox 3/23/2023 Hey everyone! Today, I wanted to talk a little bit about our damaging system that we have in place and how we got around enemies hurting other enemies and enemies not being able...
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New Enemy and Small Adjustments
March 18, 2023
by
MrMisinput
Jamari Williams - March 17th, 2023 This week, I adjusted how the skeleton shoots arrows and I created a new enemy, the Missile Turtle. The first thing I did was rework how the skeleton shoots arrows w...
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Lich Skill Tree and Bugs
March 17, 2023
by
Mabir052
Anthony Palermo - 3/17/2023 Over the course of this week, I primarily worked on making the lich skill tree full functional and fixing some minor bugs related to it and the options menu. The options me...
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Item Functionality and Saving with Items
March 17, 2023
by
zaklev
Author: Zak Levine Date: 3/17/2023 A significant aspect of many games is items or consumables. For Slimegeon, we decided on two types of things. Permanent items will alter the player's stats for the e...
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Enemy Health Bars and Bug fixing
March 13, 2023
by
Mabir052
Anthony Palermo - 3/10/2023 I spent the large majority of this week working on fixing some major bugs related to the menus and skill trees. In addition, I worked on a health bar for the enemies in our...
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Possession and Player Dash
March 11, 2023
by
MrMisinput
Jamari Williams - March 10th, 2023 This week, I continued working on possession, specifically for the skeleton, and the player and a few changes here and there to improve the game. The first thing I d...
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Save System - Infinite Saves and Build Bugs
March 10, 2023
by
zaklev
Author: Zak Levine Date: 3/10/2023 A necessity for every game is the ability to save. I implemented a save system for this build that auto-saves after the player clears a room or when the user opens a...
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Fully Functional Menus and Skill Tree Issues
March 10, 2023
by
Mabir052
Anthony Palermo - 3/3/2023 Over this week I spent most of my time finishing up the menus and having every menu transfer between the states they should go to. I have the main menu able to start the gam...
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Health Manager and Possession Fixes
March 04, 2023
by
MrMisinput
Jamari Williams 3/3/2023 This week, I continued working on the possession of the enemies. I fixed a couple of major bugs with the possession and I integrated the additional attacks to allow the player...
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Procedural Generation - Spawning Actors and Enemies
March 03, 2023
by
zaklev
1
A large portion of procedural generation is spawning enemies within the generation and Actors/objects to fill up space. The main issue with spawning is not the spawning itself but ensuring the rooms a...
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Possession - Bug Fixes and Quality of Life
February 24, 2023
by
MrMisinput
Jamari Williams - 2/23/2023 This week, I continued working on various aspects of player possession. I worked on small tweaks that will make the possession more user-friendly and created a good foundat...
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Skill Trees and Menus
February 23, 2023
by
Mabir052
Anthony Palermo - 2/23/2023 This week I have been working on the process of making the UI a designed last week functional and implemented changes that were requested for the menus. I was tasked with c...
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Animations and Animation Events
February 23, 2023
by
WillEFox
Written by Will Fox 2/23/2023 Hey everyone, Will again! This week, my team and I finished up our - let's call it - pre-pre-pre-alpha build. We have a rough outline of what we want our game to look lik...
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Slimegeon Possession
February 17, 2023
by
MrMisinput
Jamari Williams - 2/16/2023 I am responsible for the base Slime character and its movement, and the possession of enemies. Since my fellow developer, Will Fox finished making the basic Ghoul enemy, I...
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Procedural Generation - Separating Rooms
February 16, 2023
by
zaklev
1
Every game with a dungeon needs a procedurally generated dungeon to be unique and replayable. A significant part I worked on in Slimegeon was a procedurally generated dungeon. To do this, I spawn Hier...
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UI Designing and Documentation
February 16, 2023
by
Mabir052
1
Anthony Palermo - 2/16/2023 I currently have been working on planning and implementing UI for the majority of the game, such as the main menu and the skill trees of our project. The major portion of t...
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Syncing Hit Collision with Animations
February 16, 2023
by
WillEFox
1
Written by Will Fox 2/16/2023 Hey everyone, Will here! This week, my team and I worked on a lot for our game Slimegeon, and we're very satisfied with where we are. Of course, though, we couldn't have...
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Initial Post
February 09, 2023
by
MrMisinput
2
Description: Slimegeon is a 3D first-person roguelike dungeon-crawler game where the player runs through dungeons and possesses defeated enemies to use their abilities and takedown bosses to continue...
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