tree scene
One Nice Bug Per Day
RMH
The Bright Sessions
Color Me Curious
The Bowery Presents
tumblr dot com
Mike Driver
noise dept.
official daine visual archive
Sade Olutola
Doug Jones
No title available
occasionally subtle

if i look back, i am lost
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NASA

Product Placement
The Stonewall Inn
𓃗
PUT YOUR BEARD IN MY MOUTH

seen from France

seen from Malaysia
seen from India

seen from United States
seen from United States
seen from Brazil

seen from Brazil

seen from Yemen

seen from Brazil

seen from Bulgaria
seen from Iraq
seen from Bangladesh
seen from Iraq
seen from Iraq
seen from Argentina

seen from United States
seen from United States
seen from Brazil
seen from Portugal
seen from Yemen
@tamz1598dreamer
tree scene
Bushes scene
Bird Fly away scene
Caleb
Link: https://www.craftedny.com/
Website Research part 2
Link: https://www.bynd.com/
Web Research
Particle Float from code pen
Animation practise
Bibliography
Berkhout, F. (2018). The Boat. [image] Available at: http://www.freyaberkhout.com/researchandtheory/2018/3/9/the-boat-sbs [Accessed 8 May 2019].
Cao, X. (2016). The Hybrid Graphic Novel. [image] Available at: https://medium.com/digital-storytelling-mmc6936/the-hybrid-graphic-novel-497df00d0909 [Accessed 8 May 2019].
Medium Corporation (2018). 7 Deadly Sins Go Digital. [image] Available at: https://medium.com/@baileyta14/7-deadly-sins-go-digital-79f6cdef5ba5 [Accessed 8 May 2019].
An overview of the final map
The chase scene, the AI character was taken from the 3-D character model and i added a pawn sensing characteristic so that certain actions occur when my player is near the vicinity of the AI character.
Coin
The castle area
My game itself started off originally as a normal maze where a princess is trying to find her way out. However, this iteration had been completed several times so i was stuck on how i could portray my vision. I was against just having a screen telling you, you are a princess now find your way out. It just seemed too bland, i would have rather wanted to portray my narration through a different manner. So i decided to change my game into a maze (but not really a maze in terms of finding your direction) where lost souls roam. The whole point of the game would be to find your way out and in order to do that you had to figure out how to win the game. This was purposely created to add a sense of realism because in a real life situation you would not know immediately what to do but figure it out eventually. Therefore, as the player roams about they will not a countdown timer above with a figure of 0 on the top left-hand side. As well as this they will notice robots with a similar suit lingering. These robots as a side story were players before the user who could not get out of the maze and lost their minds, that’s why as the character roams about they will notice the robots just sitting, walking and some will even chase the player. However, once they roam far enough they will notice these glowing coins and will automatically become curious (as would anyone) as to what they are and if they are a gamer they will automatically realise that coins are something special and collectable. As a result, once their first coin is collect the figure on the left hand side changes and adds a 1 to the count, as shown by the video above. All together the player will collect 3 coins to win the game. Once this is done the screen freezes and the string is printed on the left hand side saying “congratulations, you win” otherwise when the timer runs out the screen pauses and the string “Game Over” is printed.
The main problem that occurred was that the punch animation was separate to the physical body of my character so when playing the game he would slide whilst punching and once Q was let go only then would he begin going through the running animation whilst moving. So to fix this i had to go to the event graph found in animation blueprint and separate the limbs of the upper body to be only playing the punch whilst the bottom half played the running animation.
Punching video displayed above is my character being triggered to punch when the key “Q” is held. It causes the character to run through the simulation left, right, left, right. These were blended together with nodes escaping each animation since i needed the character to stop punching based on which arm he was currently punching with.