Reflective Blog 2/2 - Evaluation
What went well and what did not?
Iām am very happy with how this assignment turned out.
From my initial first plan I wanted to create a small British village which seems isolated from the rest of the world. I first felt that the idea I wanted to achieve was just not feasible in the time frame, but after finding the village of Warnham the project moved along quite quickly. This did take me a while after numerous researching, eventually I found out about the area on a motherās website. Someone had asked for a small village with transport direct to London, so this fitted the bill perfectly, especially since I always imagined the main character to originate from London.
The modular building took me a little bit of practice to get working right. I first created a kit in maya and then imported it in to Unreal. I found that it didnāt fit together quite right, and also the scale didnāt seem realistic.
I had already used the UE4 Guy for scale but I decided to do it again, this time creating a basic floor plan I made sure that he would have enough room to roam about the house. Once I settled on this I created a Plane 15 x 15 in Maya this comes out at 375 x 375 in unreal. I decided to build the house with this one piece to double check the proportions felt right for the height as well as the width and depth. The next Issue I came across was that the interior walls would need to be far too close to the outside wall to give the player adequate moving space which would have caused Z flickering. I resolved this by making a corner piece with height dimension of 15 matching the flat plane, but 1 x 1 in the x and y. This worked perfectly as it extended the house exterior enough to prevent overlapping geometry and also gave the feeling of depth to the walls. I probably could have gone for 0.5 to give a more realistic thickness, but I decided working with whole numbers as much as possible. Although later I did create a few panels with width half of the original. This allowed me the ability to bunch up doorways for the upstairs bedrooms, as would be found in a real house.
I think I made excellent use of modularity.
With the House kit I produced I was also able to create a post office exterior, train station and platform exterior and a Signal box interior and exterior. This allowed me to create the other buildings very quickly allowing me to focus on other aspects.
I also decided to make a modular piece for the road and train track. Although I did manipulate this in Maya to make bigger pieces rather than placing individual parts in unreal which can be tedious, particularly with how small my train piece is.
Road Piece with slight curve.
After making the first train piece I used the duplicate tool so several panels were connected I then merged them together and imported that as a whole into Unreal.
For the curved piece I once again used the duplicate tool but I also added a small rotation and set the copies to instances. This allowed me to snap the points of the new piece to the old and at the same time altering the bottom points of the original piece, meaning that every piece snapped together perfectly.
I used the same method for the road, but due to the variation in the shape I decided it was best to use the modular pieces in Maya to complete the whole road piece.
I also made variates of my Fence with 1 post, two post and no post. This is only small in size in comparison to the rest of the pieces I made but it is the most used piece in the scene so it needed to fit well together. I also produced a gate variation.
Modular Blueprints?
Iām not sure if that is a real thing or I've made it up!
For my blueprints I decided to try an use modularity.
Using the modular pieces I built a house exterior in Unreal.
I wanted to use this over again but this would have resulted in several issues. Only one house can be entered and if i duplicated the BP as difficult it means half the houses would allow the player to enter.
My solution was to create 3 Variables
2 Booleans Sams House, and Neighbours House
and a Integer
Simple if Sams House Boolean is ticked then the closed gate model will be replaced with an open gate model and the original front door will be hidden with collision disabled.Ā
Neighbours House will also change the closed gate model to the open gate, but nothing else will change.
And the Integer sets the House number
What would you do differently next time?
I canāt think of anything I would change next time.Ā I am pleased with how it turned out, as the outcome was better than i had originally expected.
I did play through Everybody's Gone to the Rapture to get a feel for the kind of game i was making. I felt that helped, maybe if i had of had the time to play it before starting the project i may have looked at things differently its hard to say. I think i would have been more tempted to copy thingsĀ IĀ liked rather than make my own unique game. I feel like Iāve made a good starting point and I could use this as a starting point for future projects.
If i had to pick one thing it would be to consult the module book more often, i spent too muchĀ time trying to make it look pretty for myself and to proof i couldĀ rather than to just make a nice looking white box, which of course is the main aim.
Some assets used in my game were downloaded from the internet. here is a list
Cars https://grabcad.com/library/austin-mini-cooper-s-1965 http://animium.com/2017/08/lotus-cortina-3d-model Textures
http://www.wallpaperking.co.uk/fabric-style-leather-effect/5486-frequency-teal-blue-beige-wallpaper-2625-21851.html
Music Jorge MƩndez - Cold
Sound effects
I will be reusing The bird, wind and footstep sounds that Adam Whitehead created for the group project. As these were recorded to such a good standard it seemed redundant to have new recordings made.
vegetation pack
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/30694-free-foliage-starter-kit
Final Screenshots














