Author Archives: vincentloignon


About a month ago, I started a new project which really piqued my interest. It is rare for me to find a passion project where I don’t want to do anything but work on it. But this one in particular really had me going and for 3 weeks, I worked on a project that my friend had originally created. This project was called StyroBotPy. StyroBotPy was created by a friend of mine in C# to be a Discord bot. This bot had various functionality such as being able to talk to cleverbot in Discord chat, playing music in the voice channels, getting quotes from a text channel and more. Unfortunately for him, something in the C# API for Discord broke the night before his project was due and he re-wrote it in Python. This was all before Discord even had an official API (which it does now).

This project interested me because it was a neat idea; and since I use Discord, I thought it could be cool to mess around with this on my own. So with his permission, I became a contributor on his project and came up with a grand plan for changing it. Now, the original project was nicely structured and setup to be fairly modular, but when it was hastily re-written in python, it was messy and basically a god class. It was quite the mess and the interwovenness of the code plus the implicit nature of python made it somewhat difficult to decipher at first. But this only made it more fun to work on. And so I set off on my journey to refactor and update his Discord bot.

For about a week, I was playing around with an idea of turning the entire thing to a Plugin based architecture. This meant making it extremely modular and super easy to extend in the future. Add on top of this some of python’s quirks and you’ve got a pretty great system. The only problem was that the project in its current form wouldn’t work well with this. It was mostly because the repo and the code wasn’t really setup for multiple files. If you’ve ever done python development with more than 1 file, you will understand how it can be a problem when your project isn’t properly setup. I was also working in linux and he created the python in windows. Add on top of this the fact that there was no automation like make/batch. It was a nightmare. So I ended up spending a few days restructuring the repo and creating some automation that would allow me to have a decent workflow. I tried my best to make sure it still ran on windows, but I honestly still have no idea if those batch scripts work. I kind of abandoned the windows specific stuff to focus my efforts on the python itself.

Once everything was setup, I began experimenting with the Plugin architecture and after a bit of researching, I found a solution that I liked a lot. I am using a python module called yapsy which is short for Yet Another Plugin SYstem. It allows me to very easily create plugins and load them dynamically at runtime with almost no effort at all. And on top of this, it is built on Python’s standard library meaning it has no dependencies of its own, making it light weight and simple. Once I had found this, I had what I wanted working in minutes. Then over the course of roughly 2 weeks, I slowly tweaked my abstract Plugin class to hold the functionality I needed for the system. The result can be seen below.

The comments explain everything fairly clearly, but the basic idea is that a Plugin has all the functions it needs to do things based off of input from Discord. With this simple but effective Plugin system created, I began refactoring the codebase into plugins.

It took a little bit of time, but I eventually implemented 5 different plugins. They each show off different things you can do with the system, but they also have useful functions from the perspective of a bot. I will talk about each one individually so that I can talk about some of the interesting things about them and any challenges I faced.

CleverBot Chat

To start off, I will begin with the Cleverbot plugin. This was one of my favorite parts about the bot before I started working on it and I knew that implementing it was a top priority. Luckily for me, there was a python module for cleverbot and it was something that took less than 5 minutes to implement. The idea for this plugin is that with a specific command, you could talk with cleverbot and the bot would post the response to the channel you sent the command in. The result was spectacular and you can see an example conversation below.



The next plugin I would like to show is the Quotes plugin. This plugin was designed based off some functionality the original C# bot had which would let you say messages from a specific text channel. The intent is that you create a channel for memorable quotes and then at any time you can have the bot read a random quote from this channel. When converting the bot to python, this feature got lost and I wanted to make sure it lived on. But making sure it lived on wasn’t enough, I also wanted it to be more flexible. The previous implementation had hard-coded channels and that made it so only 1 channel could be used for quotes and you couldn’t change it without modifying the python script. I wanted to make this more modular with a server side solution so that even if the bot was run on a different machine or by a different person in the same server, it would have the same settings. I eventually came up with the idea of storing this information in a text channel. This solved the problem, but it isn’t perfect. I will talk more about its shortcomings later in this post. The result of all of this was that the plugin was able to give you quotes from a channel (you could change which at any time) and it would remember this information across sessions and computers for that server. You can also see it in action below!



The next plugin I want to talk about was also a feature of the original bot. This is the music plugin. This plugin allows the user to download and play music playlists in the voice channels in Discord. You just simply tell the bot to enter a specific voice channel, queue up the songs and play. These songs are local to the machine the bot is running on, but you can always download songs through one of the commands. This would download the youtube video you specified and save it as a mp3 which would then be used for playback later. This was originally used to create playlists in the voice channel so that you could listen to Mom’s Spaghetti and other great songs while talking with friends or playing games with them. Below you can see the bot in the voice channel General playing the song Starfall which I downloaded and queued to play.




High Roller

The second to last plugin I want to talk about is a new feature to the bot and was created to help show how the bot is capable of doing just about anything, such as dice rolls. This plugin lets you do typical things like roll a dice of any size or flip a coin. The result is obviously said in the chat and this could be used for things like your weekly D&D with friends or perhaps even to settle disputes such as who is the best high/low roller. Another small feature is the ability to call a coin flip before it happens. If two users do this, the coin is then flipped and it will tell you who won/lost. It is possible for everyone to win or lose depending on what the two of you called before (you don’t have to call different things).




The final plugin I created is also a new feature to the bot. This plugin handles chat moderation based off criteria defined by the server admins, specifically based off of banned words. The bot stores this information in a text channel, just like with the Quotes plugin so that it persists between sessions and machines. It also supports other settings such as how many warnings a user gets and whether to kick or ban them if they have too many infractions. The plugin is also fairly good at scrubbing through text to find words that users try to hide. It is capable of stripping out all the markdown that Discord supports, as well as other common things such as hyphens to better determine when a banned word is used. It is by no means perfect, but this plugin tries to show how one might create a plugin which doesn’t run off of commands but parses messages directly to do an action, such as moderating chat. As you can see in the images below, I have a message with a bunch of markdown which still finds the banned word (in this case, “poop”) and warns me. The plugin is also nice enough to tell you when you’ve reached your last warning before it takes action.



The Server Side Problem

Earlier I mentioned that my current server side solution has problems and isn’t very good. What I mean by this is that for starters there is no established way of doing what I want so its kind of “hacked” together. It is also not supported as a feature in the bot itself, but is instead done by the plugin itself which has drawbacks. Not to mention that in its current form, the bot doesn’t handle multiple servers very well at all.

Looking Forward

While there may only be 5 plugins currently implemented, I know I have a few more ideas that given the time I would love to add. Things such as an improved High Roller plugin which allows for a loot system similar to World of Warcraft’s Need/Greed system and making the roll use dice notation so you can specify 2d6 or something like that to roll multiple dice like you would need in a lot of roleplaying board games. I also have other ideas such as improving the help command and adding a system to help disambiguate between commands with the same name. I would also like to create a better, more in-depth server side solution for storing settings that plugins can easily use through the bot instead of having to “hack” it. I could go on and on, but I think I made my point.


Every time I think about this project, I get excited about the potential features and all of the cool things I could do to improve the system. During the 3-4 weeks I was developing this constantly, I learned a lot more about python, but more importantly I had fun. I had the opportunity to explore something I’ve never done before and looking back, I never expected to like it so much. My hopes are definitely to continue working on this to see where I can take it and perhaps it will even become an interesting portfolio piece down the road. I also think that there is a lot of room for improvement. While building this bot, I experimented with a lot of structural things and the further I progressed, the less I implemented due to time constraints. My hopes are to return to this project in the near future to continue developing it on the side.


Check this project out on Github!

Gold Master

Senior Production

Post XXI

This will be the final blog post for capstone. I will be writing a post mortem in the future for this project, but otherwise there will be no more updates. Since my last update, a ton has changed in our game. If you took a look at our game less than a month ago and took another look at it today, you would be blown away. With that being said, however, it makes it difficult to talk about what specifically I did. These past 2 weeks in particular have been so filled with production work that my memory is all melted into one big ball and I can’t really remember specifics. I do know that a lot of my time was spent making builds, testing, fixing bugs and implementing last minute “features” which were necessary for our game. This past weekend in particular saw 25+ hours of work put into it from myself as well as similar hours for many of my team mates.

One of the goals that we were supposed to hit for the senior show is “Gold Master”. Basically just meaning a stable and “complete” build of our game. And by complete, i just mean that it is fully playable from start to finish and has all the art, systems and design we wanted to have in the game. Obviously its impossible to get this because things never work out how you would like them to, but given what we accomplished, we definitely reached the spirit of what Gold Master is.

With our final build submitted and the senior show coming up this Friday, the team is now shifting gears towards preparing for the show itself. Luckily for us, most of it will involve showing off team and individual reels. Afterwards, we get to spend time talking with people about our game as they come to play it and learn more. It should be an interesting experience and I hope that it all goes well.

Our team’s reel can be viewed below. It honestly is more like a teaser than anything, but it should give you a decent grasp of different aspects of the game. It has puzzles, monsters, narrative and cutscenes.


This is all I have to talk about in this post. I will be making a post mortem post in the future (not sure when yet since i’m very busy). We also made a page on which you can check it out here if you want to download and play the game or find out more about it!


  • We hit Gold Master
  • There was lots of crunch
  • Senior show is Friday
  • Post mortem coming soon to a blog near you

Beta Crunch

Senior Production

Post XX

Recently I have been swamped with work between deadlines at work, deadlines in production and my already busy schedule. But in this madness, some good progress has come for the game. Last time I talked about the Breaker Box system for the game and some of the things I had done for it. But the biggest problem this had was that it was all visual and was not in any way functional as a system. After some complications with integrating it with the circuit system we have, the Breaker Box is finally in a completed state. This isn’t the only thing I’ve done though. I’ve also spent time making builds, bug fixing and polishing features.

The Breaker Box system was much larger than I had originally anticipated it to be. It also to some extent slowed down our progress a little bit which is unfortunate. But now that it is fully functional, it gives our designers the ability to fully implement our levels. So what does this functionality include? I think this GIF will be able to show it first and then i’ll explain what happened. (Please excuse the terrible GIF quality, i’m bad at making these)


What you’ll notice is a few things. First, when you interact with the breaker box, the door animates open and you can see a light turn on. Then you can also notice that the mouse cursor appears, indicating that the controls have switched to mouse controls unlike the normal controls seen in the game. When i mouse over switches, they highlight and clicking on them flips them on/off. You can also see that when I flip the top switch on the first time, it turns off all the switches. This is showing what happens when the circuit is overloaded by too many things being on. Then when I flip the switch again, you can see the gate in the background starting to lift. When i toggle it back, the gate drops because the power has died. Finally you can see the door closing and the light turning off as the controls go back to their previous state. During this whole process of interacting with a breaker box, you can’t move and your camera is stationary. It might not seem like a lot, but this is a fairly large system which was nearly more trouble that it was worth due to the circuit system and its “problems”.

Beyond the Breaker Box which is finally complete, I also spent time doing bug fixes and polishing features. Since we’ve been doing a lot of crunch lately to meet our upcoming deadline of April 25 (when the final build is due), I’ve been making a lot of builds for QA and class. Unfortunately, due to our workflow, we don’t have an easy way to do something like continuous integration or even setting up a build server to handle it for us. This means I’ve got to do it manually each time. And since it would be too easy for things to work on their own, the build always has problems which I need to fix before I can release it to the team. Most of the time, they tend to be bugs which crash the game, but sometimes its because a feature isn’t working as intended or because its just completely missing for some reason. This is probably my least favorite part about working on this project, but it is necessary and helps move our game forward.

I mentioned in the previous paragraph the deadline of April 25. This deadline is when our class requires us to have a final, stable and complete build of our game. What this means for us as a team is that we have roughly 3 weeks to make sure that everything is in, working and feels good. This isn’t really a lot of time, especially since we only just recently became feature complete (our narrative, art and audio isn’t even all in yet!). It is going to be a long crunch these next three weeks and all of us can feel it. The good news is though that once that day hits, we are free from the crunch and will have a few days to relax from the pressure before the senior show which is on the 29th.

This is all I will be talking about in this post. I will probably be making only 1 or 2 more updates before the 25th depending on what gets done by me and how busy I am. This will all be followed by a post mortem after everything is over, including the senior show.


  • Breaker Box is done
  • Fixed bugs and made builds
  • Lots of crunching…
  • Deadline is in 3 weeks



Roughly 8 weeks ago, I started a project which seemed interesting and required some thinking. I purposely decided when I started that I didn’t want to lookup how to do something like this in an effort to see what I was capable of coming up with. I knew there would be problems which I had never tackled and it was a great experience to learn as I went, improving my abilities to solve these complex problems. What I created in this time was a thing I have decided to call PDGenerator. PDGenerator is a static API for creating procedurally generated dungeons in C++.

The approach I took for this was inspired by the dungeons created in Runescape for the skill Dungeoneering. In Runescape, they generate the dungeons in a very grid-like fashion.

A map of a Large dungeon in Runescape.
Image Courtesy of

Having played a lot of Runescape, it was easy for me to come up with some basic rules to use for the algorithms needed. I have put them in a bulleted form below.

  • A dungeon should always be a grid. The width and height of the grid don’t need to be the same.
  • Rooms can only connect in the 4 cardinal directions (North, East, South, West)
  • Every room should always be reachable from any other room (directly or indirectly).
  • The dungeon should always be fully solvable.

This of course doesn’t encompass the features I was looking to have, but they were guidelines to keep my end result focused and served as a baseline for testing as I progressed through the project. Since I was already basing the basic rules for the dungeon generation on Runescape, I decided to also base some of the features off of the game as well. In particular, the use of locked doors and keys where each door/key combination is unique. This made it tricky towards the end when I was generating keys for the doors, which I will go into more detail about later.

I would like to spend a little bit of time in this post to go over the various components of the generator and while this won’t encompass all the details, it will broadly go over the important parts. To start this off, I am providing two code snippets. The first snippet is the BuildDungParams structure which contains the information needed to create a dungeon. The second snippet is the BuildDungeon function in the API.

I will avoid mentioning the individual values in the BuildDungParams structure because I have them nicely commented to explain their functionality. This brings us to the BuildDungeon function which I have provided. Before we dig in too far, I would like to point out that I have some typedefs such as pd_dung_ptr and I will do my best to include these typedefs at the top of the code snippets when they are used in the code snippets. I will now breakdown this function into its parts and talk about each one in more detail. To make things easier to explain, I will be using a 5×5 (25 room) dungeon as an example throughout this process.

Random Seed

In the settings for the dungeon, you can specify whether or not to use a custom seed. This is to allow the user the flexibility of creating a dungeon using a specific seed or to do it truly randomly. The generator always makes sure to seed the rand function to avoid problems such as the user forgetting to.

Create Dungeon

This function is fairly simple so I won’t show a code snippet but i’ll briefly summarize it. It creates a dungeon of the width and height specified by the user. It then populates the dungeon with rooms based off this width and height. These rooms are based off the room settings provided by the user in variables such as RoomMinWidth and RoomWidth. If the min and max are different, it uses a range, adding some randomness to the room size. It returns the result of this process as a pd_dung_ptr. In the case of our 5×5 dungeon, we will be getting a dungeon with 25 rooms in a grid something along the lines of this.


Connect Dungeon

The goal of this function is to generate the connections for the dungeon. Up to this point, we only have a dungeon with rooms that are not connected to anything. This function takes in a dungeon and creates connections for the rooms. This will guarantee that every room is connected to at least 1 other room and that every room can reach any other room. I have provided pseudocode below due to the complexity of the implementation.

Given our 5×5 dungeon example, you could expect a connected dungeon to look something like this. In this particular case, I had a setting which was adding a few redundant connections during the algorithm to improve the connectivity of the dungeon.


Seed Dungeon

I created this function as a way to help ensure that a dungeon can have more connections than what the ConnectDungeon function gives. Since we are dealing with RNG, you never really know how it could end up. Worst case scenario, its just a really long winding hallway. This function calculates a number of connections to add (dungeon size * percent), picks a room, picks a random neighbor and adds a connection there if one doesn’t exist. You can also tell it to enforce the number it calculates to add which basically just means it will guarantee that many are made (unless you hit the max number of connections in the dungeon). If we were to seed our 5×5 dungeon example, we might now have a dungeon that looks something like this.


Create Locked Doors

This function is also fairly simple. It just gets a list of the connections, calculates how many locked doors to add (num connections * percent) and adds that many locked door to random connections. This function is always enforced, but like before, it will stop if it hits the max amount of locked doors. If we took our 5×5 dungeon example, we might see something like this.


Create Keys

This is either the first or second most complicated function for the generation. What made this tricky is ensuring that a dungeon is always fully solvable. I’m sure there are lots of great ways to do this, but I decided to take an approach similar to a flood fill algorithm. The goal is to get all accessible rooms from a starting point and pick a random room to spawn a key in. I have provided some pseudocode below. Just keep in mind that this leaves out some details.

If we were to visualize this with our 5×5 dungeon, you could expect something like this. In this particular case, the seed I was using didn’t do a great job of placing the keys. The algorithm also doesn’t discourage placing more than one key in a room which you could see as both good and bad. Regardless, this dungeon should be fully solvable and is ready to return to the user in the form of a pd_dung_ptr.



The dungeon itself tries to store the data as separately as possible. The goal is to keep things as decoupled as possible, making it easier to deal with the data. A dungeon stores an array of rooms. These rooms only know their grid position, if they are the start of the dungeon and what keys (if any) they have in them. If this were to be expanded further, they might also contain information such as what the room contains (such as items, monsters, the layout, etc).

The dungeon also stores the connections in an array. Connections just store which two rooms are connected and if that connection is locked. Because these are stored in an array, it means that finding a connection for a room could be time consuming. To counter this, the dungeon also has a lookup for connections. This lookup stores a reference to the indexes of all the connections a room has, making it quick and easy to grab a connection for a room. Since a connection also stores if it is locked (aka the locked door), I implemented a lookup for these locked doors which makes it quick and easy to find which connections are locked. Granted, this lookup wouldn’t do much if a large amount of connections were locked.

The dungeon also provides a ton of helper functions for accessing information that is stored. Anything from finding rooms, connections, locked doors, room floods and so forth.

The dungeon also has the ability to export itself to JSON. This was useful for debugging and also makes it a convenient way to export the important information in the case that you want to create your own storage objects for the data or want to save it to a file or even use it in an external application.


Looking back on this project, I was able to accomplish a lot in the roughly 8 weeks I had. I also learned a lot about how to generate a good procedural dungeon (something that I think I was not able to accomplish). In particular, the way I did the generation made it difficult to intelligently layout a dungeon and if I were to change things, I would try to incorporate many of the things I did for generating a dungeon as part of the process of connecting rooms. There are a few other tricks like this that can help make a dungeon more interesting to traverse and explore. One thing I wish I had spent time on doing was incorporating dead ends to the dungeon. Currently, the only time there is a dead end is if the room connection algorithm got unlucky in the RNG and this doesn’t really count.

Pre Alpha

Senior Production

Post XIX

It has been a little while since I’ve made a post about my senior production team so I felt it was necessary to bring an update on my progress. These past few weeks have been interesting to say the least. Last week I was at GDC so I was unable to do any work and the week before was a lot of time spent on my other classes (in preparation for GDC). Not a lot has happened in the production space, but there are some features and upcoming deadlines worth mentioning.

Before I went to GDC I was working on the new Breaker Box system. While this system is still incomplete, it has progressed enough to warrant more information. I spent a lot of time thinking about how I was going to implement the system because a large majority of it needs to be completely dynamic. Since no two breaker boxes are guaranteed to be the same, the goal was to cut down on the amount of work a designer would need to do to both create new Breaker Boxes and to modify existing ones. While thinking about this, I remembered my solution for the radio conversations and it sparked an idea. I tried a few things but eventually settled on this solution.


My biggest disappointment with this is that there is no easy way to store an array of structs while still providing nice editor access in Unreal. Not without making modifications to the engine and that is unfortunately not an option due to workflow concerns (as well as the time commitment needed to create this). Nevertheless, it works well and I even went a step further to provide the designer with safeguards incase they made mistakes. For example, the breaker box always verifies the settings before creating everything and It gives out helpful errors to the log which say what is wrong. The process to create a breaker box is fairly simple and is just 3 steps.

  1. Create a breaker box in the level
  2. Create a Blueprint class inheriting from BreakerBoxSettings and customize the properties available to you (as seen above)
  3. In the properties for the breaker box you put in the level, tell it to use the settings class you just created with the combo box

The result of this can be seen below!


The next big step is to hook this up with the circuit breaker system. This is a work in progress and as of this writing isn’t complete. This would make the system fully functional in terms of the functionality the breaker box is supposed to have. However, there is also a huge part of the breaker box missing which is the way a player interacts with it. Unfortunately, this system hasn’t even been started and will take a bit longer due to needing a new interaction system. More info on this will be given in a future post.

I have also spent a little bit of time since coming back from GDC doing bug fixes for the game. Some of these have been outstanding bugs which have gone from sprint to sprint without being addressed due to being minor inconveniences and not game breaking. Others were newer and impacted gameplay systems. The most notable of these bugs was a bug with dropping items (in this case, we were dropping flares). Dropping a flare which had 50% of its energy gone would cause future flares that you used to start at 50% energy instead of 100%. This is obviously a major problem for gameplay and after half an hour of stepping through code using the logs for guidance, I was able to fix it. The reason it is notable is because the cause was due to a problem with the order of operations for dropping an item which would cause it to retain information on accident.

At the beginning of this post I mentioned upcoming deadlines. This could probably be figured out from the title of the post. Next week we are challenging the Alpha stage. This means that this coming week will be a huge crunch to make sure we are feature complete. This is only the start of the crunch though because for the next month or so (until the senior show at the end of April), we will be challenging a stage each week. This will be a tough month for all of us and hopefully none of us go crazy in the process.

This concludes my update for this week. I will hopefully have more to talk about next week with Alpha.


  • Went to GDC
  • Started implementing the new Breaker Box system
  • Fixed some lingering bugs
  • This next month will be crunch
  • Challenging Alpha next week!


Senior Production


This week’s post will be short and uneventful but i’ll give a quick status update. After a long, crazy week with the Montreal Game Festival, we have slowed down a bunch and priorities have shifted. This week hasn’t had a large amount of progress on the programmer side due to an upcoming due date for an assignment in another class which every programmer is currently worrying about and scrambling to finish. This isn’t to say nothing has been done though.

This week we got a lot of small features in such as a new Light Actor system which will allow the designers to place lights in the level (our special actor for this) and it will already come with useful features such as a mesh, the light, direct integration into the circuit system and so forth. It will make the process of creating the updated level 1 a bit easier in terms of setting up the lighting system. Item Dispensers have also seen a slight upgrade and they can now have set quantities available to be dispensed. They can also be destroyed upon running out which is a useful feature. This makes it more robust and can now be used as a general purpose dispenser in levels, without having to create a new blueprint explicitly for each item pickup. The monster has also had some slight upgrades visually and is now less smoky and more bug like (think bees).

Our group has also focused this week on meeting the Greenlight requirements. This is something specifically for the class which is required and is more or less a bunch of documents. It happened to work out nicely for the programmers as this meant we didn’t need to implement a lot this week, allowing us to focus our energy to the other 3 programming classes we have.

This is all I have to talk about this week. Hopefully this next week i’ll be able to show off a new system currently in the works which involves the breaker box.


  • Not a lot of programmer features added this week
  • We are doing the Greenlight stuff
  • New Breaker Box system coming soon

Montreal Game Festival

Senior Production


This last week has been an important step forward for my team and i’d like to take a moment to talk about it. This past weekend, two of my producers and one of our designers took our game up to the Montreal Game Festival where we showed off our game, along with a bunch of other indie games. This meant that we had a very important deadline to hit and the build got a lot of work before the Saturday when the event occurred. During this small crunch, we as a team realized a few things and really got to see how we all work under pressure and tight deadlines. This ended up working out well for us and was an eye opener. But what did this mean for the build?

The original intent when we signed up for this event back in January was to show an updated version of our first level. This was something that we’ve been slowly working on but the keyword here is slowly. We hit a bit of a bottleneck and this delayed the level and we ended up realizing last week on Wednesday that there was no way we could get this updated version of the first level done in time. This is when we made the decision to revamp our existing level to better show off some of the new things we plan to pursue in our game. It meant removing a lot of old content and putting in brand new content that hadn’t been implemented before. It meant new art assets and new functionality all in the span of roughly 72 hours. The team quickly went to work on this and we got a lot done.

I personally was working on a new system in our game which involves a radio the player finds at the beginning of the first level. This radio is important to the narrative and revolves around having radio conversations with someone on the other end who is guiding the player. This meant two things for me.

1. We needed to be able to create conversations from sound files.

2. We needed to be able to play the conversations.

What I created was a robust system which is relatively easy for the designer to create conversations and play them. With it, I also quickly created a small radio which is what you pick up that initiates this part of the gameplay. Below I have put the class which I created for creating Radio Conversations just to show how simple it is. Essentially, it is just creating data which the RadioComponent uses to play sound files in a particular order with specific delays.

What makes this particularly interesting is that the designer can create these in Unreal’s Editor and easily play them. Just by creating a blueprint class which inherits from RadioConversation and setting the default values for the VoiceLines and VoiceLineDelays arrays.

25 26

Beyond this, I also spent time fixing bugs and managing the other programmers to make sure we kept our priorities straight and could meet our deadline. Overall, I think we did a great job considering how little time we had and it showed how dedicated to the project every member of the team was.

This is all I have to talk about and show for this week, but in the near future I will be posting a tutorial on how to use Git (specifically showing off TortoiseGit). This is intended for people who have never used Git before but is also there to serve as a guide for those who don’t fully understand how to do everything. Keep an eye out for this sometime this week!


  • We had a small crunch
  • We took our game to the Montreal Game Festival!
  • I created a system for Radio Conversations


Senior Production

Post XVI

This week’s update encapsulates a culmination of work from this week and last week. I decided against posting something last week due to the low volume of work to discuss and show. Since my last post a bit of major changes to the game have been made and i’d like to spend a little bit of time talking about them. A good chunk of the updates weren’t done by me specifically as they were tasked to one of the other 3 programmers in our group.

The first major change is in regards to the monster and how it functions. Previously we were attempting to make the monster something that was very heavily controlled by scripted events and triggers to give the desired effect. This past week we’ve been pushing towards a complete overhaul of this system in favour of a monster which is closer to some of the original ideas proposed last semester. This of course means and AI controlled monster which actually has a physical presence in the level. This has some large implications and we don’t yet know if it will be what we want but I sure hope so. With this also came an update to the light system. The light system now uses the actual lights in the level to determine whether the player is in the dark or not and this has an effect on the behavior of the monster.

We also have been making some major pushes in the code base to refactor some of our blueprint to C++ and improving the usability of various systems to make level creation an easier process. This has been a group effort and has so far had good and bad parts. The good part being that now things have become a bit simpler and less complex due to the move to C++. The bad part is that in the process, there have been conflicts with merges as well as small bugs being introduced. Some of this could have been prevented, but what is done is done and we are addressing the problems which lead to this outcome.

My work this past two weeks has been mostly around the flashlights, refactoring and helping to manage the other programmers. This coming week in particular might have me being a bit busier with the push for the indie game festival this coming Saturday which my group will be presenting our game in. It is a bit scary since so much still needs to get done on the design and art side. I will also be creating a document which will help teach the team members who are struggling to use git in order to prevent some of the problems we encountered this past weekend with merge conflicts.

This is all I have to talk about in this post. Unfortunately this semester has less to talk about in my blog posts due to the separation of a small workload between 4 programmers but hopefully in the near future there will be more interesting topics to cover.


  • Major changes to the monster
  • Major changes to the light system
  • Huge push to refactor Blueprints into C++
  • Lots of merge conflicts this past weekend

Let there be Flashlights

Senior Production

Post XV

This week has been very productive on the programmer front and there’s a little bit to talk about in today’s update. My task over the weekend was to prototype some flashlight functionality. For QA this coming Thursday, we wanted to test a lot of features and one of those are changes to the flash light. Since we aren’t yet sure which system we want to continue with, we have 3 flash lights to test. I’ll go into a bit more detail shortly. We have also planned to test out or newly created Kiosk mode. This will be what you see when you enter the game, with the main menu being displayed in front and it will also be what you return to if you should idle for too long in game. We also have an update light detection system which uses actual lights to determine if you are in the dark or not. Since I didn’t work on the systems other than the flashlight, i’ll focus on them.

The first flashlight we plan to work with  is just the flash light we have been using. It is meant to be more of a baseline from which to better gauge the new ones. It currently can be recharged by holding R and that’s is honestly all it does. The rest is automatically taken care of for you. The second flashlight is an improved version of this flashlight. It implements some of the features that the designer intended from the start, but never made it into the build last semester due to time constraints. For starters, it uses an active reload system to recharge the flashlight which currently requires you to enter this reload mode by pressing R (pressing it while in the mode will leave it). While in the reload mode, you have to alternate clicking the left mouse button and the right mouse button to recharge your flashlight. It also has the ability to turn the flashlight on and off with F which is a long needed feature. The last flashlight tries to utilize batteries to achieve a similar goal as the original flashlight. Instead of holding R to recharge it, you press R to consume a battery, automatically recharging your flashlight to full. This means that batteries would need to be placed in the level.

I also spent a bit of time working on an object which will make testing new items easier. It is an item dispenser you can place in the level and it allows you to specify how many to give you and a few other properties. It even lets you tell it what text to display on the object so you can know when you see it. This item is interacted with using our interactable object system so it even highlights when you are looking at it. An example can be seen below.


While this week was pretty good for the programmers (due to our need for features), the following week could prove troublesome. There are plans to implement a monster AI which will keep one of the programmers busy, there is growing concern amongst us that there isn’t enough work to split between the 4 of us. Hopefully we will be proven wrong but it is looking to be problematic. Next week’s focus will likely be on the monster and polishing up some systems like the flashlight further.

This is all I have to talk about this week, but there will be more to talk about next week.


  • Other programmers made a lot of cool things
  • I made a lot of flashlight updates
  • I created an item dispenser!
  • We might not have enough work for 4 people