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Category Archives:  gameplay systems

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May Updates

May 24, 2018 by AlecMoody

It’s been a while since I posted an update, in part because there has been so much happening with Wrench behind the scenes. All good news. In March my friend Jim Ashcraft, formerly lead core engineer at Boss Key Productions, joined me in working on Wrench full time. Since bringing on Jim, progress has really […]

Categories: gameplay systems, Uncategorized

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Finished Ratchet and Fastener Systems

December 20, 2017 by AlecMoody

Over the last few weeks I have built up the gameplay systems for tools and fasteners in Wrench. I talked briefly about what my plans were for the fasteners in my last post, but now that the systems are finished I can show it off in detail. This video is an overview of how both […]

Categories: Art, blueprint, Game Design, gameplay systems

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Gameplay systems progress

December 1, 2017 by AlecMoody

In addition to building art content for the cylinder head I have been working on improving the systems for part assembly and I have begun building the fastener object class so that I can start implementing tools. For my assembly systems I have been working on a flexible way to allow a single part to […]

Categories: Art, blueprint, Game Design, gameplay systems

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Implementing content and finding out my gameplay systems were broken

August 7, 2017 by AlecMoody

The next step is taking all my art content and getting it set up with the pickup and snapping system I have already posted about. For VR, it’s best to do as little as possible in tick events. Current VR headsets run at 90 frames per second and future headsets my run at higher framerates. […]

Categories: Art, blueprint, gameplay systems, Uncategorized

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Game update

July 28, 2017 by AlecMoody

Over the last week I made a bunch of a new art and did polish pass on the gameplay system. In the prior gameplay systems posts I was working with a single variable that controlled install and removal called “bInstalled.” This was good for testing the flow of communication and getting the basic structure working, […]

Categories: Art, blueprint, gameplay systems, Uncategorized

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Gameplay systems update

July 11, 2017 by AlecMoody

I am nearly finished with the first pass of prototype functionality. Here is a video of the current system in action:   This still needs a lot of polish and there are a few bugs. It’s possible for the bools to be in the wrong state if you swap parts in your hands while in […]

Categories: blueprint, gameplay systems

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Assembly and Disassembly update

July 7, 2017 by AlecMoody

I am almost finished with the basic systems for assembly and disassembly. Each car part is a child class with a new static mesh and target socket defined in the construction script. I also implemented the ability to pickup and drop sub objects in a blueprint. I am planning around a basic structure with 3 […]

Categories: blueprint, gameplay systems

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Learning blueprint – snapping and unsnapping parts

June 28, 2017 by AlecMoody

I have worked on Unreal engine games for years but haven’t done any scripting, kismet, or blueprint. My only programming knowledge comes from making text adventure games in Q basic almost 20 years ago. Fortunately, I am comfortable with node based shaders and, having worked in games for a long time, I understanding some of […]

Categories: gameplay systems

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