Caitlyn Sherman - Post-Mortem


๐๐ฅ๐๐ซ๐จ๐ฐ ๐ฃ๐ฌ๐ฏ ๐ ๐ฅ๐ข๐ ๐จ๐ฆ๐ซ๐ค ๐ฌ๐ฒ๐ฑ ๐ด๐ฆ๐ท๐๐ฏ๐ก๐ฐ & ๐ด๐๐ฏ๐ฏ๐ฆ๐ฌ๐ฏ๐ฐ!
My name is Caitlyn Sherman and I primarily handled the UI for the shop and HUD. I acted both as programmer and designer, and wrote the dialogue lines for the merchant. Despite having the low amount of 4 main tasks estimated around 30 hours, it took me closer to 50 hours to create an interactive and controller-compatible UI that handles logic from two unique character blueprints and data tables.
๐๐ฅ๐ข ๐ก๐ข๐ฐ๐ฆ๐ค๐ซ ๐ญ๐ฏ๐ฌ๐ ๐ข๐ฐ๐ฐ
For the first week, most of us met up to discuss the game's theme and what would go into it. After that talk, gathering references and creating the mock-ups in Figma was light work. There were more elements in the UI than what made the game, like more abilities and status effects that had to be omitted, but overall the design process went smoothly.
๐๐ฅ๐ข ๐ฐ๐ฅ๐ฌ๐ญ
To finish the shop's UI took me around two weeks to complete. In that time, I learned how to make a dynamic widget that updates both the HUD for each player character based on their unique data table. It took a tedious amount of iterations to make sure it worked with everything, especially because I was also working simultaneously as the other programmers so sometimes my code wouldn't line up to their pushes. A lot of debugging these past 5 weeks.
๐๐ฅ๐ข โ๐๐
For one week, I worked on the HUD. At this point, I was three weeks in and learned a lot so I could finish the HUD more quickly. However, that didn't stop the issues from arising with referencing the characters, displaying correctly based on conditions, not stacking on top of each other, editing the buttons in Photoshop to make them look better, etc.
๐๐ฆ๐ฃ๐ฃ๐ฆ๐ ๐ฒ๐ฉ๐ฑ๐ฆ๐ข๐ฐ
The most difficult part of the project was definitely controller support. If I could go back, I would use Common UI instead of Unreal's native widget designer. It wouldn't just help with gamepad compatibility but all around enhance the UI's look and feel. While the code in the end wasn't as convoluted as the shop's, the long editing then testing cycle put a toll on me. I probably played the first wave over 50 times in one week.
๐๐ข๐๐ฏ๐ซ๐ฆ๐ซ๐ค๐ฐ
As I said before, I learned a lot about Unreal Engine as a whole these past five weeks. I'm now able to create an interactive interface that has event dispatchers that can communicate with other widgets or characters, a game that responds accordingly to gamepad (for the most part), a merchant that gives you a new line as you weigh your decisions, a dynamic shop and that shows you what you need to see, and most importantly, a ton of experience in GitHub and communicating. I'm genuinely proud of what I was able to accomplish as a programmer, designer, and team member in this project.
โ๐ข๐ฐ๐ฌ๐ฒ๐ฏ๐ ๐ข๐ฐ
Blueprints:
Shop Event Graph: https://blueprintue.com/blueprint/gp3-9wqj/
LoadAbilities function: https://blueprintue.com/blueprint/3os2e-i_/
HUD Event Graph: https://blueprintue.com/blueprint/s5m9boa_/
Assets used:
Input Icons: https://kenney.nl/assets/input-prompts
Sound FX: https://kenney.nl/assets/interface-sounds
Ability Icons: https://game-icons.net/
Get Wizards & Warriors
Wizards & Warriors
Combine abilities and defeat waves of enemies!
Status | Released |
Authors | Dameron Cook, TJack-Coding, Yankeeplug56, Vincent Jay, WinterBandit, Kalunae, Fado Loyahl, Nivos, Zanzanort |
Genre | Action |
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