Date: October 7, 2014

I did not fail dozens of times to use Unreal Engine 4, I proved dozens of ways not to use it.

Systems Failing Continued

We presented Too to the class! They hated it. The prototype was rushed (Lief had little time to make it, this time) and we feel like they were not quite grasping our intentions. In fact, the demo might have done more harm than good. Either way, they were fairly upset, as I expected, about the removal of the physics based orbs. I am inclined to agree, but I was and continue to have trouble figuring out what to do with it. Then again, I had and continue to have troubling figuring out how to use Unreal Engine 4.

If you want something done right...

you gotta do it yourself. I've been toying with Unreal and much of what it has to offer (Blueprint scripting, mostly) and coming up with a level. Progress is incredibly slow, however, which is why this update will be brief as well. I don't like to admit it, but I am having a hard time learning this engine. If it is anything like Unity, though, all it will take is one epiphany on how it all works.

But help is pretty awesome...

because Jesse has pulled through with some awesome concepting, once again. In one of our meetings, we finally created a context: We are a collection of medical nano-bots tasked with healing neurological disease. Right now, we are thinking about taking inspiration from how Multiple Sclerosis attacks the neurons within the brain. I was a little hesitant about nailing down a context when we didn't have any gameplay yet, but these concepts are changing my mind.

Now that we have this, I should be able to come up with some sort of level or playground to test around new systems. I believe that once we have a world space, everything might just fall into place.

That's all I got, I'm afraid; back to watching Unreal tutorial videos!