Day 4


The game is mostly done, just a handful of changes left for tomorrow before we can call it finished. Today we have managed to get the spawners all working with new enemy varieties. The enemies have health bars above their head for some clarity for the player, and the two varieties of enemy also now deal differing levels of damage to the player. 

The entire temple has been built, I decided that removing one of the paths and condensing its content into the other would be a good idea to save time. The Platforming and Traps path have been joined with some of the traps having been moved into the center antechamber. Hidden walls and collectables are also implemented and bugs which were causing problems, such as enemies not dealing damage and collision not existing in some areas have been addressed. 

LeeAnn spent the day working on new assets and detailing props for the level. She also created the set of helmets which will be collected by the player throughout the temple, hidden behind illusion walls or near the bodies of other unfortunate adventurers. This meant an additional menu to allow the player to equip the items, along with criteria for unlocking them, but this turned out to be rather straight forward and simple to create. 

Tom sent the music and I was able to get this implemented, in the end only 2 tracks will be used in game, the exploration of the temple and the combat themes. The final, more relaxed track will take the place of the menu music. The music sound great and I cant wait for people to hear it in game. 

The final hour of the day was spent trying and failing to get our game packaged to record a trailer, the University network would not allow us to build as UE4 was attempting to access the C drive. I spent the final hour of the day attempting to build the game to capture a short 15-30 second trailer for the awards ceremony tomorrow. I had to run to my office to use my PC but after downloading the source files, updating 4.19 to the correct version and finally compiling all shaders it was time to leave before the packaging could begin.

Tomorrow will be a final manic push to get the game finished, the most important requirements are the end state, sound effects for the various interactions and the death screen. Beyond that a simple main menu will be implemented and clutter props will be added to the level. The final addition will be the storytelling nodes dotted throughout the level, these are simple to add and only require me to copy and paste the text into a variable attached to an object. Its going to be a manic morning but it should all be doable within a few hours (I hope....)  

Get Temple of the Cursed Lamp

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