Level Design Project |Cyberpunk 2077| #2

Boy, has a lot happened since the last update. Capstone is in full swing and has basically eaten up all of my available time! But with what I have, I have been chipping away at getting this project functional as best I can. I have been working with a First Person Shooter Kit gameplay pack that, while being extremely robust, has come with a good bit of challenges. Something I noticed right off the bat is that when enemies are loaded into the scene, the game comes to a screeching halt, and all my computer’s VRAM gets exhausted (Our laptops have 4070’s!!) I spent a lot of time trying to find alternative enemy types that fit the requirements I need for Cyberpunk, but ended up having to just optimize the enemies in the packs that exist already. The enemies have very extensive programming that takes a while to compile, but I learned that the biggest issue with them was the fact that they were using Metahuman actors that were eating away all my precious VRAM. After getting that figured out, I managed to implement Double Jumping and Air dashing into the player controller. Now I need to work on redesigning the map to make more sense diagetically but that’s a problem for this week.

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Level Design Project |Cyberpunk 2077| #3

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Level Design Project |Cyberpunk 2077| #1