Saturday, October 31, 2015

Acedia programming update

The beautiful procedure of game design has just been completed. Of course this procedure keeps going throughout the duration of production… until something horrible happens and then you have to change the whole game design… again!

Today we will talk about programming. Being our first project with Unreal Engine 4, we decided to code with visual programming, aka Blueprints.

Blueprints are the easiest way for someone who doesn’t want and/or know how to code. Really, it’s a piece of cake to create any mechanic.

The logic is very similar to OOP. But with blueprints you will not see endless lines of code or strange symbols, but many nodes with wires.

Here is a sneak peek of one of our Blueprints:

While programming with blueprints...

Blueprints can help you create an entire game, but if you are a hardcore programmer, you can write the exact same logic with C++. But some things like UMG, Matinees and persona, can be implemented using both technologies.
This is it for now. We will meet again next week!

Until then…See ya!

Friday, October 23, 2015

Acedia Level Design on the way!

Hello from rainy Thessaloniki. 

In the previous blog post we mentioned some info about our game design, however, in this post we will talk about the level design of our game.

When someone has to implement a level, he must take into account many parameters. The first (and most important one) is the feeling that the designer wants to express from the environment and this feeling has its own parameters which are particles, effects, meshes and of course lightning.
Awesome Fire Material

Each and every one of them, has an impact into your game.

Another very important detail is that level designer has to choose a method in which the environment will communicate with the player – meaning that your progress might be linear, so the player must act in order to progress and go further.

Thunderstruck!


In our game we decided to combine these two methods and to give a mystery and spooky feeling to our level and we think that we managed it well. So this for now from Acedia’s team.



Fog. Plain ol' fog.



Until next week…See ya!!!


Friday, October 16, 2015

Acedia Game Design Progress

The most beautiful procedure of game production is writing the game design document, provided you are a designer!

And this applies, because in this state you can write everything that you can imagine, until of course the game producer jumps out of nowhere and tells you, that if we put all this stuff in production, the game will be completed in 2025… years from now.

So you must stop your imagination from going wild and you have to focus on more realistic goals.

So we have done all the aforementioned and we will present you some features of our game design and especially of our puzzle design.

Puzzle Design Implementation in Unreal Engine


Our story takes place on a time-forgotten, god-forsaken Island, infested with mystery around the legend of the 7 sins. You are there to investigate that mystery, and overcome anything that comes to your way… Are you the one to solve it?

More info on that coming up next week!


Until then, see ya!

Friday, October 9, 2015

Introducing Acedia

Hello everyone! 

In this blog post we want to share how we conceived the story of our new adventure game, but to be clear, we will inform you only about the main aspects of it.

It was Monday 15 June. After some additions to our team, we started working on a new project, a first person adventure game. However, the story was yet to be decided. Everyone was getting ready for our scheduled call. As we were talking about our progress, at some point, Kostas jumps out of nowhere and tells everyone that since our team consists of seven people we should take advantage of this number. George thought that this sounds pretty cool and started searching about how he could involve this number in a story. After some time, he recollected the movie Se7en and started to focus on the seven deadly sins and how he could involve them into a story.

Se7en movie

After some research, he found that in 1589 Peter Binsfeld has developed a theory which connects every deadly sin with a demon. George thought that this was enough information to make up a starting point for our story so he casually mentioned in the following call. 

Cover of Peter Binsfeld's book

Slowly, the story started to build up and George decided to search deeper for each sin and its corresponding demon. After a deep dive into various books he came up with a story and the core aspects were decided. If you want to learn more about this mysterious story, stay tuned.

See ya!!!