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To being my production I wanted to focus on the game play elements this is because I want to set the core mechanics done. In order to do this I will be trying to do some of it independently.
In the industry constant casting is bad this is cast nodes create references which means increased memory consumption and instant industry they use alternative ways of doing this such as interacts or getting the actor themselves.

Duplicated for sphere 1 and 2 which makes a bool set to true which is check in the event. It also fires the event but if it is false it won’t do anything.

Fires a event that checks to see if the spheres have been destroyed and if true then it will play the time line and change the dot door Z position.
For my shooting I decided to prototype the the system this is going to be the first prototype system therefore, it doesn’t have full working capability such as shooting. Due to animations and VFX I struggled getting the fully working on to look the way as I intended and due to how fast the deadline is approaching I have decided to leave it like this. This is a fully original system made by me and was very simple to make.
For the keypad I decided to use a tutorial for the convince this is because it is a very common in escape room and by exploring tutorials I don’t just rely on my own knowledge but get to see how the industry.
I managed to make a cube appear and disappear within the hand if the pin is correct this is to represent the battery which will be given to RC. I also added keyboard input to the interact. The UI was made by Josh however, will be changed in the UI section
RC won’t be the same as the one in the show this is because that would require rigging a car and working with unreal engine chaos systems. This would take a lot of time and as my time is going by I will have to start taking shortcuts in order to complete the work.
This is another system which I decided to try and do by myself which ended up working very well but did have to do a lot of debugging and troubleshooting in order to get my game to work.

This is in the third person blueprint it looks for 2 actors which have certain bools assigned for them in order to work. It then posses the car and changes the input into the car and hides the battery for RC and you can now control RC.

This does the opposite to the blueprint above if E is pressed then it puts you back into buzz in order to do this I had to remove the RC input and add the player input again.
The countdown will be a clock that is placed on the bedside table instead of using a widget. This is a design choice as I think it would fit more with the theme. I will be using a seven segment clock system. This does need a mesh which will be made in the modelling section. Thankyou to Josh for the UI and I will be using this in my final showcase.

This is the mouksx Toy Story 2 modding decompiled there are a few issues with this decompiled version such as not cot and bed pillars are invisible as they use planes and decals to display. This is not acceptable as it is not see able from all angles which could make the game feel odd. This mod also came with LOD which I removed this is because they was causing more issues then good when trying to work around it however, LOD are good for a industry standard game. To fix some of the left over issues I will be remodelling what I will be using but in a rushed fashion as this will take a lot of time. Another thing behind the scenes was that there was a lot of duplicated textures and materials which I should also short out but due to scale I did not have this time.


The textures would not work and therefore, I had to manually apply them using blender and image textures as unreal engine was reading this as a singular mesh so only one material could be applied at a time. There is one little issue and that is that the eyes did not transfer over despite materials being the exact same.






These are what I modelled just using some cubes and modifiers to get the job done I tried to make them all within the same style as the free assets I got from blenderkit which combined looks alright you can definitely tell I have a way to go within my modelling.




These are not made by me but instead from blenderkit which is a free to use asset browser but sometimes requires paid membership to access certain models. However, these assets was mostly the ones which I could do but due to the slim time scale I had to use some free.

I rigged this using mixamo and this is the skeleton that we was left with. It is a very basic skeleton however, we could reuse the Unreal engine default animations which can be helpful.


In unreal engine my first main goal was to retarget animations this is because the original jump animation is hard to replace using Maximo and therefore, I decided to use the unreal engine default one instead. However, I did ned to redo the blend space for idle to walk and as I didn’t see a need for it I just deleted it and plugged in my walk animation. This made it look more stubby this will give it more of a toy feeling. The animations are still not great this is because of the weight that follows in the spine. However, for a test demo this I can live without doing as I am tight on time.