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GunBlader Prototype #1

GunBlader Prototype #1

휴… 프로토 1차가 끝났다. 교내 수업의 일환으로 시작했으나 창업경진대회까지 진행하고 있다.

창업은 출시와 같다 생각하는데 일단 출시를 하기엔 아직 부족한점이 너무 많다. 유저들의 스타일리쉬한 모션들을 이루어내게 하고싶고 게임 로직자체도 모두 바꾸고싶다. 일단 비주얼적으로는 상당히 멋있는 것 같다.

형용이형 덕분에 좋은 작품을 만들어내고싶은 욕구가 커진 것 같다. 일단 이렇게 마무리 하고 프로토 2차를 시작하러간다.

상당히 귀찮다 그냥 하던거 마저 하게해주면 좋으련만 굳이 여러사람하고 만나서 이것저것시키는게 난 시간낭비같다고 생각한다. 어차피 싫은사람은 다시 좋아지기 힘들다. 지금 팀은 다들 좋은분들 같아서 다행이지만 살아가다보면 싫은사람도 만나게 될텐데 그땐 그때 생각해봐야할 것같고 굳이 싫은사람하고 억지로 시키는건 좋은 생각이 아닌 것 같다.

테크데모상태가 구현되었을 때 까지만 해도 Procedural Mesh Slicing 과 Destructive Mesh Shattering 기능이 있었지만 개발중 모든 Mesh가 한대 어우러지니 이상하게 기능이 작동을 안하고 렉이 너무 걸려 최적화 문제를 먼저 해결해봐야 할 것 같다. 현상태로는 일단 다른 개념을 채택해봐야 겠다.

Haptic Feedback 의 경우에도 이상하게 작동이 안되었다. 이유를 정말 모르겠다. 추후에 조금 더 구현이 된 상태에서 이득우 교수님께 한 번 여쭈어 봐야겠다. 언리얼의 대부격인 교수님께서 학교에 계시니 정말 든든하다. 곧 C++책도 내신다는데 공구를 내가 진행하고있다. 얼른 책 받아서 공부하고싶다.

앞으로 해야할 일은 이렇다.

게임 로직 다시 구현하기

라운드 단위의 생성 로직 구현

Procedural Mesh Slicing & Destructive Mesh Shattering 기능을 구현해 비주얼적으로 더욱 타격감을 주기

Blade에 Trail Effect 구현하기

Gun의 개념 재구성 (기획 필요)

C++로 일부기능 포팅해보기

피격 Effect 재구성

게임 전반적으로 확실한 방향 설정 필요

2018-10-04 구현

추후 해야할 것

Destructive Mesh 구현 (AIPlay)
Procedural Mesh Slice 구현 (AIPlay)
Widget UI 구현
BP_GM_Gun_Blader 로직 추가 구현
게임인스턴스 구현 알아보기
지상 AI 구현 찾아보기
게임 플레이 테스트
에셋 구매 해오기
AIPlay Pivot 수정 요청
Motion Controller Haptic Feedback무반응 고치기
Transition (DOOMED_Inst) 로직에 추가
기획적인 방향 조정 (팀원 의견 수렵하기)

GitHub 사용방법 교육

Liquidation #1

갸아아아아아악!!!!!!!!

Unreal Engine 한글 폰트 추가

Unreal Engine 4 Github 설정

.gitignore

아주 약간 수정됨


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UE4 C++ 꿀팁들

총알

레이 : GetWorld()->LineTraceSingleByObjectType ( 싱글 트레스라고 가정 )
액터 소환 : GetWorld()->SpawnActor<클래스>(클래스::StaticClass(), 그외 인자)
방향 : (타겟좌표-현재좌표).GetUnsafeNormal()

https://rgy0409.tistory.com/category/Programs/Unreal%20Engine

수악중독

Gun Blader Main Feature Completed

Motion Controller 문제 해결…!

Motion Controller Key Map