A few facts about the Sci-fi factory
Added 2024-12-04 13:39:07 +0000 UTCIt's been a while since I posted anything about the development of my game. In general, this process is very slow and has been going on for years, and I work alone and do all aspects of development myself. So today I will tell you a couple of facts about my latest work, namely about the Sci-fi factory, one of the mini-locations in the game:
— I've already mentioned once that 99% of the meshes used in this small location are endemic and can't be found anywhere else in the game. The only exceptions are small industrial fans and ventilation grates, which will find a place in a couple of other mini-locations. It is understandable: the rest of the locations in the game have a more domestic, down-to-earth style, where modernity mixes with nature: a forest camp, an abandoned tourist base, a shopping center, a suburb, a factory, a lakeside, and so on. True, there is one more exception: an enchanted box with puzzles, where Faina and Varvara get by chance. But we'll talk about it some other time;
— As for the welding robot, it was initially, but after a while it became clear to me that the welding robot looks out of place in this composition. Indeed, why would it be welding on a running machine, much less doing it cyclically, as if the welds would separate after half a minute of work? Therefore, with 100% probability it will have other animations, a different name and will, for example, take sensor readings from the splitter or stabilize the plasma beam;
— Another inhabitant of this location is a small robot, a factory worker or patrolman. The robot model is not ready yet, but I think it will be a low-flying small drone to save time on animation of walking and other actions. He will have self-awareness and communicate with the main character, that is, he will be a full-fledged NPC with whom you can interact. He will also have an additional sidequest, which Faeena can perform and, for example, get an achievement;
— There will also be other interactive items on the location, for example, containers with color indicator. For more effect, I plan to switch the color of the indicator from red to green when Faeena opens them by tapping on them with her foot. Of course, such things will not surprise anyone in 2025 (or when my game will be released?), but every little thing develops me as a developer;

Containers, open and closed left and right respectively.

— This is how the hologram material looks like, which is used for spheres levitating above the access consoles. As you can see, the main manipulations with the material are performed in the Emissive and Opacity channels, which is not surprising for a material imitating a hologram. After all, it should glow, preferably with some flashing animation and be semi-transparent, right? The UE5 allows you to create amazing things, the main thing is to know how to realize these things with tools. You can always go to YouTube and find the lesson you need to gain knowledge and experience!

— And this is how the map looks like in Blender, without textures, effects, particles and other amazing things. Yes, I build all maps in Blender and then import them into UE5. I also customize collisions in Blender so that the player can't fall out of textures or pass through objects. In general, the protagonist in the game can only walk by mouse click and interact with items, inventory, notebook and NPS; she can't jump, jump, tumble, parkour on walls (unless it's pre-scripted moments in the story), so I'm not going to build some tricky invisible walls.