Jan 18th 2024
Updated: Mar 14, 2025
What was worked on:
.Created a main menu credits roll that has a ticking clock (relevant to the story) gradually getting louder as the credits play then it falls silent for the title to flash on screen with some low cool bass music. The menu fades in after the title card. When new game is pressed the menu fades away and an in scene scripted sequence plays.

.Learned just about everything about metasound which allows for easy control of audio throughout levels. Meta sounds use inputs and outputs singled by blueprints to control how sounds work in an envioronment.
.Begun to stage cutscenes
.Started to write some of the scripts for characters and learned i can rent out decent recording equipment from the uni
Added local illumination to the player so that they are never completely in the dark and can always see their weapon and arms. This was done by adding a point light direclty onto the player model, this light only interacts with the environment surrounding the player.
Added a flashlight to the player that they can turn on and off, doesnt yet have a battery or meter, dont know if one will be added at the end. The flashlight is an area light attached to the end of the players arm, it has a sharp falloff to minic a real weapon flashlight. It is deault bound to F
Notes:
Took an incredibly long time to figure out how to fade the menu music when newgame is clicked, had to learn all about metasound and how to use it but now i can control audio in levels way better.




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