Devlog#7- weeks 7-8


With the help of my VFX class, I was tasked to create vfx for my game, whether its with niagara or a post process fx. I always liked how the old found footage filter of the short horror game september 1999 looked and I wanted that same look for my game, so for my vfx I wanted to recreate the CRT filter.

I watched some youtube tutorials to help me create this post process effect. I started with creating a widget blueprint and applied blur to the entire screen. I then set this widget blueprint to the level blueprint and attached it to eventbeginplay>sequence node, the same node i attached to all my blueprints that allows random spawn>create blue widget, and set class to the widget blueprint with the blur. 

To add much more distorted look, similar to september 1999, I created an sharpen material created severa; input data UVs with various values, all attached to emissive color. Adding a postprocessvalue instance will add an invisible box that sets the entire screen with the postprocessfx, with this instance, I changed the values that matters, such as grain texel size, as well as intensity of chromatic aberration, bloom intensity and threshold. What dirt mask does is it adds an additional filter that is barely visible, and can only be seen when the player is close to light, simulating the dirt and smudges of a camera being seen when light reflects to the lens. I used a random texture of dirt lens to the dirt mask texture to add this effect to my game. This works well with the material that allows the frame to highlight a bright yellow as it triggers the mask texture. 

With some critiques from class, I slowed down the walking speed of the collector enemy npc to somewhat fix the feet sliding animation. While not the best fix, I did find another youtube tutorial on creating a chasing enemy npc, if I am not able to find the solution to the feet sliding animation I might just use the default walk animation. All that is left for me is to:


apply the highlight and description blueprint to the rest of the 5 paintings

apply the random spawn blueprint to the rest of the paintings

make the art museum level, something maze like

and an event trigger box outside of the exit to trigger a win screen

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