The Super Rolling Ball project was a very good knowledge building opportunity. I've been using the Unreal Engine for about 7 months, so I'm still lacking a lot of knowledge in the engine. This project taught me a lot of useful things that I can bring forward into my future projects. Transforming the simple Ball Roller project into Super Rolling Ball was a lot of fun. My main inspiration was Super Monkey Ball. The level design was an interesting challenge in utilizing physics in a platformer, and I had a great time creating it. The physics were definitely the biggest challenge to design around. I've only designed levels for games with more basic physics, so it was a great time working around a totally physics based game. Level 2 was my favorite to design, even though it is a bit simplistic. I loved fine tuning the steep slope into the launch ramp, and it tested my skills in predicting where the ball was going to go. Overall, this project was very fun and the skills I learned with it will be very useful in the future. In fact, I've already implemented some of the things I learned into my capstone project.
The FPS Maze project was very helpful in building my knowledge of blueprints. It taught me two very important things: the basics of AI and how to adapt blueprints between projects. It also increased my knowledge of how to have blueprints interact with the player character. In fact, I adapted some of the code for the key and door into my capstone project. It helped me out a lot for some of the pickups in that game. I also learned a bit more about lighting and skyboxes, just from my own tinkering. I wanted a dim above ground section and a dark below ground one, and this ambition helped me learn about lighting more in depth. I had a great time designing this project, and it helped increase my knowledge base just like the Rolling Ball.
This game project was extremely helpful for building my knowledge base in Unreal. I learned how to spawn objects in blueprints, I learned more about the casting system so I can interconnect most blueprints, and I learned how to change objects in blueprints. All of these skills can be extremely helpful for future projects I may pursue. It offers me much more freedom in game progression and in game flow. The "juiciness" assignment also helped me learn about presentation in Unreal. I learned about screen shake, more about sound effects, and more about particles. All in all, this project, while not the most flashy, helped me learn a lot in Unreal.Â
This game project, for all members of the team, was a great way to learn the team workflow for game development. We all contributed to the project in different ways; We had two artists, a level designer, a 3D modeler, a programmer, and a finance/story writer. Without all members of the group contributing, this game would not be what it is. Speaking personally, I'm very proud with the work we made and I think all my group members feel the same. This project gave us a peek into the world of real game development, and I think we all benefitted from the experience.