Making the Game: Final Touches
With the gun complete and the game as well, there are only a few more things left to do in the game project before I put them together.
Cleaning Up the Project
Having a messy project usually wouldn't matter too much, as long as the person (or people) working on it know where everything is. However, a messy project can be difficult to navigate, especially after long periods of time or if new people are being brought on board a project. That's why I'm going to clean my project up to a more acceptable standard!
The World Outliner allows for easy access to all the objects in the scene. However, if they're not categorised properly, accessing them can be a right pain. Thankfully the Outliner does allows for proper categorisation through the use of Folders. I chose to sort my objects by their room and type. So all the floors in Test Chamber 01 will be in Test Chamber 01/Floors.
As for my project folders, they are already properly categorised and clean... well, except for one thing. Redirectors. Every time a Blueprint that is referenced somewhere in the code is moved, a redirector is created, serving as a reference to the object. However, redirectors can be removed. First, to make them appear in the Content Browser, one needs to go into Filters -> Miscellaneous -> Redirectors. Then they need to be right-clicked with the mouse and the Fix Up option needs to be chosen. This resolves the redirection and changes the reference in the code to the actual new location of the Blueprint in question.
Building the Lighting
In Robotrooper: Survival, the lighting setup was very dark. This played into the game's atmosphere and its gameplay. However, Simulation's different. The game's atmosphere is a lot less dire and a lot more relaxed. In that sense, Survival and Simulation are a bit like ying and yang.
I built the lighting once to see how it would turn out. I was expecting it to be quite dark, considering most of the game takes place in closed off areas with no windows... And I was right.
Fixing the lighting was not difficult, however. I needed only to play with the level's Skylight. I changed its mobility to static (and thus making its light dynamic rather than static) and played around with the Intensity value until it was just right. And voila! The game looks great!
One issue I did notice though were Text Renderers. The lighting made them very dark and hard to read. Luckily the solution was simple. I opened up the text material and repluged its vertex color from Base Color to Emissive Color. Now the text will be visible no matter the lighting!
Testing
I've run several test runs of the game throghout development and caught and fixed many bugs/imbalances then. I've had some close friends test the game now too. The game does have a pretty steep learning curve, but all features seem to work as intended.
So I guess that's it. Game done. Now to put in that gun...



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