
The main content of this week’s class was to help us establish our own play styles and think about what kind of feedback and feelings players should experience during gameplay. I had actually been focusing on this aspect last week, and it didn’t seem too difficult for me. But during Tuesday’s personal project discussion, I ran into a pretty big problem. I wanted to create a game where you frantically duplicate objects in the backrooms to make money, but since the protagonist is in the backrooms, they wouldn’t actually need money, so the game’s logic doesn’t really hold up.


On Thursday, we wrote down our own ideas, and on Friday’s class, we did peer evaluations. I feel like my project presentation wasn’t very clear, which led to a lot of negative feedback, like not being able to understand why I would make players feel more curious to explore and so on. But I think these are all problems that can be solved.

This week, I completed my basic FPS content based on tutorials on the Bilibili website. My character can move freely in the environment, shoot, and the visual effects are pretty good. I think this will be a solid foundation for my game.

On Thursday, I discussed some issues in the UE engine with Teacher Rose. My scene models have serious problems with collision import in the game. Specifically, if the player spawns inside the scene, they can’t move, and if they spawn above the scene, they can’t enter it and end up floating.

In the end, I went through each little section of walls in the scene, broke them down, and assigned the corresponding volume to each one, which solved the problem, including the ceiling and floor. The biggest issue was that the original scene was imported as one huge object, and UE couldn’t handle such detailed subdivision of the mesh volume automatically, which caused errors.
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