Amenti BGP week 4

One week until the alfa deadline and the project is going forward. This week I did a lot of work on the server so that every team member had access to the project.  The problems that I encountered was mostly about connecting SVN to source control in Unreal Engine. I put down about 6 hours only on trying to make the server work. This because of the magical land of computers where a thing that works on one computer doesn’t work on any other computer. Sometimes, for best feeling in the stomach, it works on all computers but one and it is also errors you have never seen before or there is no documentation on how to fix the errors. When you finally find someone with the same problem as you, the post was made 2010 and there is no answer to be seen. The solution was found when doing the same thing I had been trying to do for the whole day, which was to connect to the repository and link it to source control, but now it worked for some reason. Now everyone could finally work together in the same project and push their own work onto the levels.

Anubis Rooms.png
The concept art for the Anubis rooms

I also worked on white boxing the Anubis level. This was based on the concept art skiss that our lead designer made. I used the geometry brush in Unreal to make the boxes and stairs. This tool makes it really easy and quick to test the scale and placement of objects in a level. I could test the placement of the “moving stairs” part that was supposed to be in the level. It consists of a set of stairs that is supposed to move into place when the player looks at a specific point in the level. I could test where that point was best placed and also where the player is going to stand when looking at said point.  I also tested the placement of the torches so that the player could not skip parts of the puzzle but had to complete it in an almost specific order and also so that it did not feel impossible to complete.

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The white boxed Anubis level

About Erik Jigvall

2015 Programming