More from my development blog
Creating a dynamic 3D UI
In this dev blog I show how I created the user interface for my game, implemented temporary audio and also made a few gameplay improvements.
I wanted the UI to match the neon glow visuals that the game took and seamlessly integrate into gameplay, allowing continuous play without hassle.
A key ascetic component revolved around the glow effect that’s rendered in engine, which made it challenging to foresee the end result of the UI art…
2D ram animation and shader design
In my last post, I mentioned that I would create a character. Now I’m happy to share my process of designing the new ram character in my game, creating a shader material to texture it, and bringing it to life with animation. I approached the deign on this character in a similar way to how I approach logo design. I was taught about the idea of visual puns in logos, where you take two or more unrelated ideas and bring them together in a clever way…
Expanding gameplay upon the core
Since my last update of my endless runner game, I expanded the main mechanics with a charge ability to smash through new breakable boxes spawned on top of the platforms, and added an automatic slowdown ability to help with survivability. I also created an editor function in Unreal to assist me in visualizing the spawn sequences of the platforms as the complexity of designing them increased. A bunch of new visuals and sound effects were finally added to enhance the experience of the game. Starting with a breakable box prototype I introduced the breakable boxes in my game to provide…