Search for Traps
I implemented (search for traps). It
mepem37 :: 2017/01/28 (Saturday, January 28, 2017) :: HeroQuest, Unreal Engine :: No Comments »
I implemented (search for traps). It
mepem37 :: 2017/01/28 (Saturday, January 28, 2017) :: HeroQuest, Unreal Engine :: No Comments »
I made lots of progress in 2016, but there’s more work to be done for this to become a robust playable experience. My goal for this project is to make a reasonably complete playable game
mepem37 :: 2017/01/21 (Saturday, January 21, 2017) :: HeroQuest, Unreal Engine :: No Comments »
Another post about design (rather than code).
I did more research on the expansion order. Let
mepem37 :: 2017/01/15 (Sunday, January 15, 2017) :: HeroQuest, Unreal Engine :: No Comments »
I continued to work on the treasure card code and the related user interface (UMG) for items. I also fixed some corner cases that I found during testing, and I implemented other details related treasure and items. For UI, the Character (items) screen is revamped.
For treasure card code… The original game has 24 treasure cards – 11 are unique. I added Potion of Speed (from EU version), so it’s 25 treasure cards, 12 unique. Each of the 12 unique treasure cards requires code to be implemented. There’s 2 hazards and 4 gold cards, so there’s really only 8 unique cards (in terms code behavior). Gold and hazards are simple. I
mepem37 :: 2017/01/10 (Tuesday, January 10, 2017) :: HeroQuest, Unreal Engine :: No Comments »
Most of my HeroQuest Unreal Engine posts focus on code (and UE4), but this one focuses on game design.
I had a great holiday break and I was able to playtest HeroQuest (physical version) and review some of the game balancing. I still plan to make the video game version focus on the authenticity of nostalgia. However, there are some balance issues, design exploits, and other design improvements I plan to use for the video game version. The tweaks (and interpretations) do not stray far from the original – even the original is open to interpretation because some of the rules are ambiguous and there
mepem37 :: 2017/01/10 (Tuesday, January 10, 2017) :: HeroQuest, Unreal Engine :: No Comments »