Attacks Progress + Updating Assets

I kinda got the telekinesis/grab power working.

Okay not really. It’s really finicky and honestly, it doesn’t work very well in a 2D sidescroller environment. It works best when it’s a First-Person game or the player can move in all directions.

After a bit of chit-chat with some pals, we both came to the conclusion that the way the grab works is that once an object overlaps another, it would be eligible to grab. I wasn’t sure how it would work until I found out that Unreal has a possession option.

So now Velvet can possess statues. I’m thinking of it working like the Dominion Rod in Zelda: Twilight Princess or the Command Melody in Zelda: Wind Waker.

So once Velvet possesses a statue, she can’t use her powers and once any damage is taken or she forcefully returns control, she goes back to player character.

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Also changed up the effects a bit for something way better. Also also, the monitor on my computer is a little bit different than the monitors at Uni so I’m a little bit sceptical. A little spooked by the possibility that the results might end up being different on another screen. Regardless, I hope it all goes well.


Velvet Blueprint Progress

It’s getting there! I’m pretty familiar with the whole visual coding aspect so I think everything is just me trying to understand what each node does. It’s mostly me making a sentence in my head and trying to get it working with the logic in the engine.

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Character Blueprint

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Chest Blueprint

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Fire Attack System

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Fire Particle System

And now everything makes sense to me! I’ve already gotten a prototype with basic controls for the interactive done so now I’m also learning on how to interact with other objects and whatnot.

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Chest Interaction

It’s been a while. – UPDATE-


Just wanted to make an update on the progress of Velvet the Dragon Princess (yes, she finally has a name now).

So I went through quite a bit of trouble to get my character into Unreal. Some of the animations were being exported but not others. And now that I’ve animated and exported it into Unreal, I’m slowly getting it work like a playable character in Unreal. This is more of a bonus than anything because the primary focus is on the character and getting her personality to work.

That personality thing is also quite something I had to think about because when I drew her, it was mostly focused on the character design and her relationship with the game more than anything else but not on her actual personality. With this one, I decided that she would be kinda bratty because of her being raised as royal and is emotive and expressive but understands when to stop.

ani ref

Right now, I’m more worried about getting the character to work in engine than anything else because I’ve found a way to export my character and cut out the unnecessary steps needed to export my animation.

I’m hoping to get the Blueprint done so that all I need to do is get the animations tweaked.

UVing and Texturing (2/3?)

Got the hair, eyes, mouth, and back-piece UVed and applied a basic textures!



Face still needs work.

Now it’s just the body that needs to UV’d and then everything else is just textures and materials from here on out. I’m more or less 25% through the entire project. Once the textures are done, it’d be 50%, rigging 75% and animation will be the last and final thing along with importing the model into Unreal with cloth simulation.

UVing and Texturing (1/?)

Oh boy. Just placed some basic textures to make sure everything was okay.

They are very vibrant and I’ll consider toning it down and doing some more detail work on the textures once it’s all done.

UVs are also getting increasingly more and more difficult. The only thing left to UV are the hair, eyes, mouth, and the rest of the body. I think will tackle the hair first but who knows…

Getting her hair done (1/?)

Just checking in with her hair!

Just needs the back part and some more refining on the clothes. Then, to textures! It came out way better and I am surprised by the speed that I am making this model. However, I am worried about the rigging part, especially with the cloth simulation in Unreal. Oh well, I’ll cross that bridge when I get there!