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Showing posts from March, 2024

Breach - Development Log

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 Our game has gone over many changes during its development. When we started out, we focused on the first room and not much else, still figuring out exactly where we were planning on going with the rest of the game, as well as implementing many of the mechanics we needed to make the game playable. This took a long time to do, as both me and Dylan were still figuring out how to do many things in Unreal, although as we've gone on, this has gotten a lot easier. We spent most of our time up until about a month ago working on and polishing up our base mechanics and some of our most used puzzles. Since then we've been working on adding in other mechanics, as well as our voice lines, cutscenes, AI characters and UI. We still have more work to do on this for now, but we are at a pretty good point to keep working from. While me and Dylan have been working on these new mechanics, Ethan has been building out and completing the rest of the ship, so we now have a full level, and with the he...

Breach - Voice Acting and Audio

 Now that our script is complete and ready to start using for voice acting. We have sorted out roles for our volunteers and we are beginning our first takes of some scenes. We have only recorded about 9 takes so far, with 4 of these being the same scene, and we are finding things that we need to change with the script as we go. This first session has been a pleasant experience and has taught us a lot, with both the writing and acting of our script. We plan on continuing our recordings throughout the week, so that we can get numerous takes of all the scenes and piece together the best parts of each one to make the ideal take for the dialogue we put in game. We continued our recordings for the next week or two, gathering the rest of our recordings and cutting them down into individual sound clips before putting them back together in Unreal with the correct timings to create the cutscenes that we needed. It took a lot of time and effort and should have been something we did if we had ...