Devlog Week 33

Player character model I worked a little bit more on the player character, sculpting more details and adding a clothed version to the game project The first pass of the legs is done too. I used plasticity for the circular and square cover thingies, but the rest is regular sub-d modelling Characters Look at objects of interest I added a “look at” feature for […]

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Devlog Week 32

A quick summary of this week’s development Accessibility I tested a “one handed” mode, using only the mouse. It’s just an experiment for the moment. I posted the video on twitter and I got some great feedback and tips. I noted things down and I’ll work on it more in the future. I got told to have a look at Microsoft’s accessibility guidelines, which […]

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Devlog Week 31

Interaction System V2 Most of this week was spent on revamping the interaction system. All 27 unit tests I have for the individual features passed.I already mentioned this last week, but the reason I changed it is flexibility. Previously, it was an actor Blueprint class, so I either had to make one that has all the functionality I need and use it for everything, […]

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Devlog Week 30

This is a slow week in terms of actual game art and development. I spent some time getting approved on steam and preparing promotional content, only to realize I cannot publish demos alone without a full game. It’s a bit disappointing, but I got the game published on itch.io. You can get a free copy from the following link : https://abdoubouam.itch.io/amenzu-demo As for development, […]

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Devlog Week 28 + 29

In the past two weeks I worked on finishing a demo/proof of concept for my game. Here’s a recap of what I did. Game Project Files Interaction system: Train station environment: I finished this version of the train station. The layout is intentionally convoluted/weird and a bit inconsistent, because it’s inside a dream, but I tried to keep the experience linear enough and not […]

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Devlog Week 26 + 27

I took a few days off to visit family last week, and I didn’t feel like I had enough to share, so I compiled the notes for two weeks instead. Most of the time was spent making props and graphics for the train station. Here’s a list: Decals and fake ads I started with some decals and fake ads and posters to populate the […]

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Devlog Week 25

Here’s a brief summary of what I did this week. 3D models and materials I made a couple more models for the train station environment : metal fence gate/door, elevator, ceiling light, ticket gate, and a normal metal door. I also made materials : a trimsheet for the train station floors, metal, tactile pavement, and concrete, and also a ceiling tiles material and a […]

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Devlog Week 24

This week’s devlog will be short, since I spent it mostly on 3D models, so it’s more of a show than a tell. First off, I made a “torn sticker” smart material in Substance Designer, to be used in Substance Painter. Combined with projection warping, it makes creating stickers and labels a breeze. For important labels it will be just a starting point, and […]

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Devlog Week 23

Here’s a summary of what I did this week Materials I made a few materials for a train station environment. The first material is a broken tiles material. The material was created in Substance Designer. I exported two variants for Unreal Engine (normal + broken), as well as a mask texture for color setting. Combined with vertex painting, I could control which areas are […]

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Devlog week 22

Here’s a summary of what I did this week: sketches and blockouts I worked a bit on the torso and legs for the robot model. I spent a disproportionate amount of time on the hip joint compared to the rest of the model, but I’m happy with the overall look. I’ll remodel it later with higher details and quality. I also focused a little […]

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