Special Topics Module 3

Research & Activity Documentation

Andrew Geevarghese, Sang Yoon, Gladdens Lau


Introduction


This project explores how a relaxing open-world experience can be subtly transformed by elements of psychological horror. Centered around the question, How might we develop a game concept that blends a relaxing atmosphere with a subtle horror twist in an Unreal Engine prototype or showcase?, our goal is to create a foundational experience that shifts mood through environment, pacing, and narrative. Using Unreal Engine and Blender, we’ve focused on developing key assets, refining individual contributions, and building a cohesive prototype.


Module 1: Concept


Research

We explored Unreal Engine to understand its capabilities in order to design a game concept. Alongside our exploration, we discussed various themes and narratives to introduce to the gameplay. Our goal is to create a foundational prototype that consists of 3d models, a simple map, character animations, basic game mechanics and light narrative. We will leverage Blender for creating 3D models and Fab.com for ready-to-use assets and animation to ensure an efficient work flow.

Action Research Phase 1 - Andrew

For the first phase of the project, I was exploring tools that would be great in creating a virtual experience or game. Hence, I explored as many 3D environments and game engines as possible for Action 1.

I found my experience to be quite entertaining and I feel a bit more certain about the path as it.

Here's my insights:
- Spline was a very approachable tool that I am very familiar with. The physics and game controls are easy to manipulate. However, the application seemed to glitch out even with the sample game I made.
- Unity requires a bit of bouncing around the UI which I found a bit disorienting. However, it has a strong community for tutorials and assets
- Unreal engine was the easier to start up and use game mechanics off the bat. However, from tutorials that I have viewed, it seems to have a steeper learning curve than Unity.
- I found Blender's UI to a bit harder to navigate that competitors but due to the cost-free nature, I feel it's the most viable option for creating 3D assets.

I wanted to try Unreal Engine because of it's high end application in AAA games and creation of visual media like The Mandalorian as well as wanting to acquire new skills in game development. Additionally, due to the cleaner visuals that can be created with Unreal Engine as well as an easier start up. I decided go with a Blender + Unreal Engine route Since Sang and Gladdens shared a similar interest of wanting to explore Unreal Engine, I decided to collaborate with them on a game experience where we broke down the roles into 3 main roles: 3D character modeler, Map Designer and Game Developer

Done by: Andrew

I followed a tutorial that showcased how to use plugins and assets to create a First-person open world game in Unity <a href='https://youtu.be/BmI_6PHxTpI' target='_blank'><p>View Video</p></a> I used a Unreal Engine template and tested various features such as lighting, cameras, physics, game controls. Additionally, I tried to create a moving, interactable enemy but it proved to be a bit challenging unless I dive further into some tutorials. <a href='https://youtu.be/xry4TPTpLqk' target='_blank'><p>View Video</p></a> I wanted to test the rendering capabilities of the web-based Spline. I found it to run my gradient objects in a foggy environment fairly well but there were moments of lag even with hardware acceleration enabled on Chrome <a href='https://youtu.be/S9Q3qzpcHvA' target='_blank'><p>View Video</p></a> I played with Game controls and physics for this iteration of Spline <a href='https://youtu.be/IY5CC01ADDM' target='_blank'><p>View Video</p></a> I followed the well-known donut tutorial with a 1 hour time limit and reached to this stage. I had a hard time figuring out the controls at first as some shortcuts and UI placement are not similar to that of other 3D apps I am familiar with (3Ds Max and Cinema4D)

Action Research Phase 1 - Sang

blah blah blah

Done by: Sang

I explored Blender as an opportunity to learn more of the 3d modeling, rendering, and sculpting. I watched a YouTube tutorial to learn the basics and followed steps in using the tool. Unreal Engine was one of the main game development platform I wanted to explore, the opportunity in developing high quality rendered 3d space was an appeal. I used a tutorial to learn the basics of using the tools and understanding the format. After the tutorial I felt this class would be a great chance to learn it for future projects.  <a href='https://www.youtube.com/embed/210l_MpHMVc?si=ohPRMVRJv7_tXU1e' target='_blank'><p style='color:#24CC72;'>Project Video Link</p></a> Unity was also one of the main game development platform I wanted to explore as it was well known for starters game development as well as creating 3d space. I have heard many information about Unity, and wanted to try in-advance as it will also be used for a difference class. Using a 5minute tutorial, I was able to get a decent quality 3d space, however, due to a rendering issue with the 3d model of the tree, it wasn't fully done. <a href='https://www.youtube.com/embed/vRmmM9O0Yac?si=Jvm4-VWnIf1f7Rwn' target='_blank'><p  style='color:#24CC72;'>Project Video Link</p></a> Spline is known to be a web-based 3d modeling software that is easy to handle with user friently interface. I wanted to explore the potential of using spline for the project. Using Splines YouTube tutorial, I was able to learn the basics of the game controls and physics features provided.<a href='https://www.youtube.com/embed/AQzqZ3ZxraA?si=nAL34voiOIQxNzPN' target='_blank'><p style='color:#24CC72;'>Project Video Link</p></a> After the first exploration, I saw the opportunity to explore simple animation that could be used for website design, and followed a tutorial showing a simple loop animation of a 3d object. I was able to learn the basic controls and settings, as well as materials and lightings that can be used for future usage for different projects.<a href='https://www.youtube.com/embed/QdAdRzDOe9k?si=MMt54JGHnhF5NgMN' target='_blank'><p style='color:#24CC72;'>Project Video Link</p></a>

Action Research Phase 1 - Gladdens

I looked at the path ahead and explore the project options for this term. I was able to explore and research about possible projects and think about which ideas would be helpful to improve my skills. After this activity, I decided to work collaboratively with Andrew and Sang on an Unreal project. I decided on this path because I think learning Unreal also provides other learning oppoutunities such as learning the program, improving my 3D skills in blender, how to make landscapes, and lighting rendering.

Done by: Gladdens

10 minutes of basic research and Googling to inspire and spark interest. The 3D modelling process has always been very fun and it would be super useful to improve my skills in the CAD softwares so I can build anything I want to showcase my project concepts I have not used Unreal before which is interesting to me. I would love to learn and improve my understanding of how games a built.

Action Research Phase 2

This week's focus was to check the viability of our path choice. We chose the game experience path with Unreal Engine as the platform and wanted to gain inspiration from games we personally enjoy. Some things we explored are: - Some inspirations for games for peaceful and horror themes which helped fuel further development of the theme and open world nature of the game concept we want. - We needed to figure out the version that would be the most apt for us. Based on our research we found that Unreal Engine 5.5 would be the most applicable for us due to the higher polygon counts, better lighting and rendering engines than previous versions of Unreal Engine.

Done by: Andrew, Sang, Gladdens

Simple Unreal Engine Game
      with Chill Open World aspects. Similar to Animal Crossing. We enjoyed the idea of making something peace and involved farming and exploration. Simple Unreal Engine Game
      with Thriller Open World aspects. A Post Apocalyptic Open World Game. This was the other idea feel strongly enjoyed, the roguelike and thriller aspects of some of these games make us hooked! Concept art of the game map. Done by Sang.

Project 1: Concept


The concept we are proposing is... An Unreal experience with a chill open world with a horror twist theme. We established attainable goals and aspirations for the end of the semester.

These are our desired outcomes, however we understand that adjustments can and may be necessary based on the circumstances.
- Create simple assets (characters and objects)
- A small section of the landscape
- One user interaction
- Simple character animations?
- Draft a short storyboard to covey the narrative and “characters”

Concept Art of the map that we plan to build

Module 2: Prototype


Research

In Project 2, our focus will be on further developing assets, refining our individual sections, and deepening our research to ensure the quality and coherence of our work. Each team member will work towards becoming proficient in their assigned tasks, honing the skills to contribute effectively to the larger project. By the end of this phase, we aim to test and integrate all the components we've developed into Unreal Engine, setting a foundation for execution in Project 3. This will ensure that we are ready for full integration in the final stage.

Action Research Cycle Sang — Character Models

Based on the reference, I went into Procreate and started sketching out simple designs for the player character and the npc that the user will be interacting with. Basing the design off of the reference helped to get a solid idea of how the characters will look in-game. HMI... Create a playeable character that has a unique design, follows the aesthetic of the game direction?<br>
      <br>
      Plan: Referring to the character sketch and reference applying the design, keeping consistency of the low poly count and make it as similar as possible to the sketch.<br>
      <br>
      Act:<br>
      Shaping the hair, clothing design similar to the sketch. <br>
      Adding details that enhance the design.<br>
      Using extrude, Knife, Loop tools to keep the consistency of low poly design.<br>
      <br>
      Reflect: Check the joints of the model whether it is applicable later on when applying rig to animate the character.<br>
      <br>
      Observe: Finding a better way of structuring the model’s tapology for smooth movements when doing rig-animation.<br>
      <br>
      Tutorials:
      <a href='https://youtu.be/-XYryP_GU8o?si=5swdCllji786lkzq' target='_blank'><p>Tutorial Video</p></a> HMI... Divide the UV Map into a clean unwrap that can be easily textured at the texturing step, and texture the model with a good balance of color, enhancing its appearance?<br>
      <br>
      Plan: Referring to the tutorial from Project 1, indicating lines where sections need to be divided, unwrapping based on that, and applying texture and color to find the right balance.<br>
      <br>
      Act: Using Blender's UV wrapping indicator to divide sections that need different colors, breaking down sections for easy texturing. Using Blender's UV color map to indicate the unwrap, saving time. In texture painting, using the mask tool to speed up the process, and setting up a complementary color palette for a balanced design.<br>
      <br>
      Observe: Finding ways to divide the UV unwrapping without creating multiple unwraps that complicate the texturing process. Keeping the texture simple to maintain consistency within the overall game concept. HMI: Find an efficient way to rig a character without taking too much time of the project time-scope?<br>
      <br>
      Plan: Using a recommended rigging platform by the professor called “mixamo” importing model, exporting rigs easily.<br>
      <br>
      Action:<br>
      importing fbx model into the website, adding basic bone structure for the rig skeletol structure.
      Searching the right rig-motion that aligns with the game-aesthetic and feeling. Importing the models into Unreal Engine was not a difficu;t, as I've experienced the trouble shoot when importing the blender model into Unreal Engine. 
      However, the rig has made the texture distort in a way that caused issues in look of the design.<br>
      <br>
      <a href='https://www.youtube.com/watch?v=Z7FbGmNT4Wo' target='_blank'><p>Rig Video</p></a>
      In Project 2, I was able to build a proper model that could be used as the payeable character, as well as finding rig-animations for the model. However, there are still issues that need to be fixed, and more to be improved. <br>
      <br>
      For the upcoming project, I will:<br>
      Resolve the issue of the rig animation, and texture<br>
      Model NPC's and a ominous character for the horror aesthetic<br>
      Create assets and props that can enhance the atmosphere of the game<br>
      Resolve the issue of texturing

Action Research Cycle Gladdens — Map


      HMI... leverage the learnings from project one and iterate to improve and optimize the landscape structure?
      <br>
      <br>
      Plan: Apply insights from Project One to refine the landscape while maintaining a low-poly aesthetic.<br>
      <br>   
      Act:<br>
      Improve plane structures and solidify terrain.<br>
      Add dynamic shapes for visual interest.<br>
      Design a small map to highlight key themes.<br>
      Include a cave behind the waterfall.<br>
      Establish boundaries to prevent players from leaving the map.<br>
      <br>
      Observe: Test visual cohesion with our mood boards and other elements.<br>
      <br>
      Reflect: I was able to refine the landscape by adjusting decimation levels under modifiers for better aesthetics.<br>
      <br>
      Tutorials: <br>
      <a href='https://www.youtube.com/watch?v=H6JCb4OSrh8' target='_blank'><p>Tutorial Video 1</p></a>
      <a href='https://www.youtube.com/watch?v=Os3SYeD6R3k' target='_blank'><p>Tutorial Video 2</p></a>
      HMI... make an interesting water source which flows organically into the landscape?<br>
      <br>
      Plan: Create a believable, organic water source that integrates naturally into the landscape.<br>
      <br>
      Act:<br>
      Shape the water flow to feel organic and rocky.<br>
      Add bubbling effects where water hits the bottom.<br>
      Ensure water flows seamlessly to the map’s edge.<br>
      Keep the design simple yet visually effective.<br>
      Explore animation possibilities, though complexity may be a challenge.<br>
      <br>
      Observe: Assess fluidity, and integration with the environment.<br>
      <br>
      Reflect: Determine if animation is feasible and refine elements around the water for a more natural and cohesive landscape. HMI... incorporate decorations and trees to add interest into the scene while maintaining the visual style of the scene?<br>
      <br>
      Plan: Use online assets to enhance the scene while ensuring they align with the visual style.<br>
      <br>
      Act:<br>
      Research and select assets that match the design.<br>
      Learn how to integrate and modify assets effectively.<br>
      Apply textures from online sources.<br>
      Ensure proper placement for a natural integration into the environment.<br>
      <br>
      Observe: Evaluate how well the assets blend with the environment.<br>
      <br>
      Reflect: Make adjust textures and placement as needed thought-out the process for better overall aesthetic.<br>
      <br>
      Assets: <br>
      <a href='https://www.fab.com/listings/dbc49f41-e739-40c4-a09c-3587d30180de' target='_blank'><p>Epic Games Fab - JustCreate</p></a>
      <a href='https://www.fab.com/listings/d2c038a0-302b-4197-b22b-b6a1b21a703b' target='_blank'><p> Epic Games Fab - Augusto Micheli Debard</p></a> HMI: How might I ensure the Blender file is fully prepared to rule it out as the source of Unreal import issues?<br>
      <br>
      Plan:<br>
      Re-export the Blender file with adjustments to ensure proper geometry and settings.<br>
      Test the file repeatedly between Blender and Unreal to isolate the source of the problem.<br>
      <br>
      Act:<br>
      Applied all Blender modifiers to finalize the model.<br>
      Sharpened edges to preserve the low-poly aesthetic.<br>
      Flipped faces to ensure they were forward-facing.<br>
      Re-exported the FBX file and imported it into Unreal for testing.<br>
      <br>
      Observe:<br>
      Multiple back-and-forth checks between Blender and Unreal to identify whether the issue persisted.<br>
      Confirmed that the Blender file was not the primary cause of the import problems.<br>
      <br>
      Reflect:<br>
      Learned that careful model preparation in Blender is essential, but Unreal’s import settings can still introduce unexpected issues.<br>
      Strengthened my understanding of how export adjustments impact the final result in Unreal. HMI: How might I troubleshoot the Blender-to-Unreal import process to identify and resolve file integration issues?<br>
      <br>
      Plan: <br>
      Export an FBX file from Blender and import it into Unreal to test the integration. <br>
      Identify potential causes of the import issues and seek assistance from my brother, who has experience with both Blender and Unreal, to troubleshoot. <br>
      <br>
      Act: <br>
      Import the FBX file into Unreal, observing any visual or performance issues. <br>
      Start ruling out possible causes: <br>
      Blender models <br>
      Blender modifiers <br>
      Blender export settings <br>
      Unreal project settings <br>
      Unreal import settings <br>
      Contact my brother for guidance on resolving the issue. <br>
      <br>
      Observe: <br>
      Noticed problems despite modifying the Blender file. <br>
      Narrowed down the issue by testing different export settings and re-importing the file.<br>
      <br>
      Reflect: <br>
      Determined that the problem wasn’t with Blender but stemmed from Unreal’s import settings. <br>
      Realized that external input and iterative testing are essential for troubleshooting complex import processes. <br> The final result of the import of the map into Unreal using the third person template provided by Unreal. In the next project, I will further refine parts to ensure it has no visual issues and begin exporting the files individually for better overall map quality. I will also begin testing lighting for the game.

Action Research Cycle Andrew — Interactions in Unreal

To be able to conduct some level of instructions and story-telling into our game, we need to focus on having dialogues with NPCs<br>
      <br>
      HMI... leverage tutorials to create user-triggered dialogue with NPCs in an open-world format<br>
      <br>
      Plan: Apply instructions from tutorials. shape it to match our game style<br>
      <br>
      Act:<br>
      Create base dialogue boxes<br>
      Create an array of messages that are cycled through by user input<br>
      Create a listener to pick up keyboard input (‘E’ key press)<br>
      Ensure listener only triggers the function near the relevant NPC.<br>
      Ensure the conversation ends with the last line and no further dialogue is triggered<br>
      <br>
      Observe: <br>
      I had trouble with the interface system at first as the text outputted was not displaying in the dialogue box<br>
      I managed to fix it by editing the anchor point for the widget which controls the size relative to the parent container<br>
      <br>
      Reflect: I was able to get the base dialogue system working with relative ease. The next steps for the dialogue system is:<br>
      To have a script of various instructions and interactions planned<br>
      Change the U.I of the dialogues to show greater clarity and match our game style (Wood texture, Press ‘E’ to continue, etc.)<br>
      <br>
      <a href='https://www.youtube.com/watch?v=hbs0xaNOeA0' target='_blank'><p>Tutorial Video</p></a> 
      <a href='https://youtu.be/1jPeRhCJIrk' target='_blank'><p>Narration Demo Video</p></a> As most of the tutorials I watched in Project 1 and 2 were in Third Person and we began the project testing out First Person views, I found that we had a lot of trouble converting some actions to fit our first person template. In addition, the combat animations I acquired from fab.com are more relevant to 3rd person, we decided to switch views.<br>
      <br>
      HMI... Adapt tutorial to convert the view from 1st person to 3rd person.<br>
      <br>
      Plan: Apply instructions from tutorials.<br>
      <br>
      Act:<br>
      Ensure camera is able to pick up enough of the player character and environment<br>
      Ensure camera and player are placed well relative to one another<br>
      Ensure camera movement is locked<br>
      <br>
      Observe: The move was a bit troublesome at first as the first person view is just a camera with arms next to them, so I had to change the mesh at first.<br>
      <br>
      Reflect: I was able to get the third person view to work, I need to further develop it by experimenting with the position and camera locks<br>
      <br>
      <a href='https://www.youtube.com/watch?v=lMuinhr0SXU' target='_blank'><p>Tutorial Video</p></a> As the system is beyond my knowledge of node programming and blueprints in UE 5.5, I faced a few challenges for the system:<br>
      <br>
      Issue #1: Sphere Triggers not linking (Not picking up player hitting the enemy)<br>
      Solution: Modifying the radius, creating an array for the pawns on the map.<br>
      <br>
      Issue #2:  Damage amount and type returning as none<br>
      Solution: Unresolved<br>
      <br>
      I followed that by reviewing the video once again and leveraging ChatGPT for guidance. <br>
      <br>
      Due to time constraints, I wanted to continue the action research cycle for the system going for the next project by doing a guided step-by-step process with ChatGPT, as well as, look through Unreal Engine forums as there was a lack of videos that showed a similar approach.
      <br>
      <a href='https://youtu.be/o3uFXnNxwKE?si=1j_J14li3aM4z1_J' target='_blank'><p>Tutorial Video</p></a>
      To make the game feel more lively, I wanted to add a feature that enables the NPCs to move their heads to follow the players movements.<br>
      <br>
      However, I kept running into issues as the head would update its position but stay locked or it not moving at all.<br>
      <br>
      Despite viewing more tutorials, looking through the steps of the tutorial again and understanding each step deeper using ChatGPT, I was not able to fix the head follow. <br>
      <br>
      Due to time constraints, I plan to follow some alternatives to get the desired results in Project 3.
      <a href='https://www.youtube.com/watch?v=8skq8t_Fffk' target='_blank'><p>Tutorial Video 1</p></a>
      <a href='https://www.youtube.com/watch?v=u1-2HdZNU2U' target='_blank'><p>Tutorial Video 2</p></a>
      From Project 1, I was able to create a sensing system that causes the enemy to follow and attack the player if they are in their Field of Vision. However, I ran into an issue of not having the relevant animation montages.<br>
      <br>
      Using the montages from RamsterZ Free Anims, I was able to get the enemy look like it is actually attacking the player instead of just T-posing
      <a href='https://youtu.be/xlX1qDtW5_M' target='_blank'><p>Animations Demo Video</p></a> Further Development:<br>
      <br>
      Incorporate new weapons<br>
      Create stylized cloud effects<br>
      Improve the damage system<br>
      Add player attack animations for combat<br>
      Implement an inventory system<br>
      Redesign the dialogue boxes<br>
      Add meaningful dialogue interactions<br>
      Integrate all content into the map<br>
      <br>
      <a href='https://youtu.be/O1x7USYaOVg' target='_blank'><p>Final Demo Video</p></a>

Project 2: Prototype


Prototype Research and Development

This is the Final Demo of our Project 2. It combines the assets which the three of us has been doing together. We gained insights on the intigration process and also decided that our Unreal file manager will be Andrew. At the end, we will be iterating with his version of the Unreal project and assist in the process of combining the files together.

Our next steps include fixing some technical issues and improving the overall quality of the game. Some of our considerations indlude, but not limitied to:


Module 3: Product


Research

PLACEHOLDER TEXT, put an introduction to your module 3 research here

Action Research Phase 1

<b>Observation:</b> There were some issues with floating object and materials without textures in the map from project 2. <br><br>
      <b>Research:</b> With the help of my brother he was able to explain that merged maps will render as one mesh. So if I wanted the lighting to work properly, the items will have to be imported separately as individual meshes.<br><br>
      <b>Action 1:</b> I went to ensure that all materials were exported and connected to the mesh properly.<br><br>
      <b>Action 2:</b> With the floating objects, I moved them so they are touching the ground. Any other minor issues can be moved after it is imported into unreal.<br><br>
      <b>Action 3:</b> With the textures that don’t work, I followed the tutorials and added the textures by dragging them into my content drawer. This will automatically create a material using the uploaded texture.<br><br>
      <b>Research:</b> <a href='https://www.youtube.com/watch?v=GQKwYVBI2wo' target='_blank'>Youtube</a> 
      <b>Action:</b> I followed the tutorial for a day-night cycle to add more atmospheric feel and a sense of passing time while playing the game.<br><br>
      <b>Reflection:</b> This was the first time I used node programming in unreal engine. Node programming seemed intimidating at first but the tutorial made it much easier to follow and implementing it was simple. I was able to quickly get lighting that shows the capabilities of real time rendering in unreal engine.<br><br>
      <b>Research:</b> <a href='https://www.youtube.com/watch?v=GQKwYVBI2wo' target='_blank'>Youtube</a> 
      <b>Observation:</b> The player needed to fall into the water rather than standing on top of it.<br><br>
      <b>Research:</b> <a href='https://www.reddit.com/r/unrealengine/comments/zdif0m/so_guys_iam_new_to_unreal_engine_and_i_dont_why/' target='_blank'>Reddit</a> A reddit post helped explain how this can be done with a mesh in Unreal after it has been imported.<br><br>      
      <b>Action:</b> Water >  Collision > Set to no Collision<br><br>
      <b>Reflection:</b> There was multiple tutorials explaining how this can be created but some were more complicated. The post on reddit was much easier than the others and was more related since I was using a premade static mesh that was created in blender.

Action Research Cycle Andrew — Debugging & Mechanics


        <p>
          To be able to incorporate some story-telling into our game, we decided that we need to have the player character have dialogue with a NPC to learn more about the village and the monsters in it.
        <p>
          <b> HMI...</b> leverage the existing dialogue system to convey the underlying narrative with clear instructions and an art style that fits with other game elements </P>

        <p>  
          <b> Plan: </b> Combine vectors created by Gladdens and text created by me in the UI widget. Follow tutorials to use vectors in UE 5.5. </p>
          
        <p>
              <b>Act:</b></p>
              <ul>
<li>Delete base dialogue boxes</li>
<li>Add image elements to apply vector texture to.</li>
<li>Import vectors and apply “Paper 2D settings” to convert them into Sprites</i>
<li>Import custom fontface</li>
<li>Apply sprites and typeface changes</li>
<li>Add new dialogue script into array which is iterated through.</li>
              </ul>
<a href='https://www.youtube.com/watch?v=PVLzw8aY48k&ab_channel=RoyalSkies'>YouTube Link</a> 
      
        <p>To help users learn what to do and know when they win, we decided to add screens that trigger for various events.</p>
        <p><b>HMI</b>... create screens that are triggered in different events to show users the map, instructions and the win screen</p>

        <p><b>Plan:</b> Follow logic from the previous dialogue system set-up to place screens that Gladdens and I created.</p>

<b>Act:</b>
<ul>
<li>Add image elements to apply vector texture to.</li>
<li>Import vectors and apply “Paper 2D settings” to convert them into Sprites</li>
<li>Apply sprites and typeface changes</li>
<li>Apply onclick functions to the button for the win screen to be wired later</li>
</ul>
<a href='https://www.youtube.com/watch?v=PVLzw8aY48k&ab_channel=RoyalSkies'>YouTube Link</a> 
      
      <p><b>HMI...</b> Follow previous tutorials to find oversights in my steps and continue creating the ragdoll, health bar, particle emission and damage functions</p>

      <p><b>Plan:</b> Apply instructions from previous tutorials. Verify if my hypothesis that the sphere tracing has issues</p>

      <p><b>Act:</b></p>
      <ul>
<li>Checking the following is wired and defined correctly:</li>
<li>Ensure that the damage types (Environmental, Melee. etc) are defined accurately</li> 
<li>Ensure that the damage responses (Stagger, Block, Hit, Stun, Knockback) are defined accurately</li>
<li>Ensure damage amounts are collected and updated for the health bar</li>
</ul>
      <ul>
      <li>Identified that I created the enemy pawn too early, hence, it lacked the takeDamage function wiring hence the collision was detected but not applying damage to the overall health. (<i>Making my hypothesis false</i>)</li>
      <li>Created health bar using UI widget and linked it to the health variable<li>
      <li>Added physics to the enemy’s and player character’s meshes to cause the ragdoll on death</li>
      <li>Added fire particles to emit on collision</li></ul>

Action Research Cycle Sang


      <p><b>Observation:</b> Importing the models and rigs are now figured. Next steps to take for this project is to start testing out the animations, and adding them together.</p>

      <p><b>Research:</b> I searched tutorial videos on creating an animation sequence for the character models to move on.</p>
      
      <p><b>Action 1:</b> I created an animation blend-space where I was able to import animation rigs exported from Mixamo, spacing them based on the speed the character will be moving.</P>
      
      <p><b>Action 2:</b> Once figuring out the blend-space, I created an animation blue print, creating the sequence mechanics, so that it is able to function when the game is played.</p> 
      
      <p><b>Reflection:</b> The movement and flow was not as smooth as I expected, making the immersive playing experience as the main player decreased. I was able to learn the difficulty of adding an animation sequence and to make it function and flow smoothly.</p>
      
      <p><b>Research:</b> <a href='https://www.youtube.com/watch?v=WUXvq6At6pE&t=9s&ab_channel=GorkaGames'>YouTube</a></p> 
      <p><b>Observation:</b> Player / Mob character required action sequence when player clicked the left mouse / Mob sensing the player</p>

      <p><b>Research:</b> I was able to find a video on making montage sequence in Unreal Engine, and how it is triggered.</p> 
      
      <p><b>Action:</b>  I created a montage sequence using the tutorial, importing the animation. The montage did not work when I first tried. After a few trouble shooting, I was able to find a video by the same YouTuber who explained possible issues that may prevent the montage from playing.</p> 
      
      <p><b>Research:</b> <a href='https://www.youtube.com/watch?v=9a1xpCA6maI&ab_channel=TheRealUnreal'>YouTube</a></p> 
      <p><b>Observation:</b> For the animation to successfully connect with the players controls / triggered action, nodes were required.</p>

      <p><b>Research:</b> I searched for tutorial videos on using the Unreal Engine node feature</p>
      
      <p><b>Action:</b>  I added new nodes from existing nodes that Andrew created from game mechanics. To make the movement of the player more natural, I followed a tutorial in setting up a node sequence where based on the speed that the player was moving, the animation changed.</p> 
      
      <p><b>Reflection:</b> There were difficulties especially when there was error or problems that I was not familiar with. I had to ask Andrew for help at some moments, but since he is also new to the Unreal Engine nodes, it was not easy. The process of learning the nodes was a great learning of the workflow of setting game mechanics, and getting a glimpse of feeling the difficulties Andrew went through.</p>
      
      <p><b>Research:</b><a href='https://www.youtube.com/watch?v=f-NEj00qprs&t=301s&ab_channel=TheRealUnreal'>YouTube</a></p>

Project Product


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