Christian Wheeler
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supernerdxdev.bsky.social
Christian Wheeler
@supernerdxdev.bsky.social
After establishing the initial building system, I developed an inventory that lets players choose which objects to place. This entire system is managed through a data table, enabling designers to easily add or remove objects without modifying the widget blueprint or the underlying code.
January 14, 2026 at 4:55 PM
We want players to find cosmetic items, such as furniture, while exploring the mines. So I developed a first-person building system inspired by No Man's Sky, Animal Crossing: New Horizons, and Valheim. We wanted to feature object clipping so players could create new items from existing parts.
January 14, 2026 at 4:42 PM
Once multiplayer was functional, I focused on replicating our digging system on both the client and server sides. For this digging system, we are utilizing the Voxel Plugin.
January 14, 2026 at 4:34 PM
After completing the jam, we transitioned the project to Unreal Engine 5.6. I began by incorporating multiplayer functionality using the Steam SDK and the Advanced Sessions plugin. This is my first experience with a multiplayer project, so I was very pleased with the outcome of the server hosting.
January 14, 2026 at 4:32 PM
Updated Textures for the door Model.
August 17, 2025 at 2:03 AM
Set Dressed Environment and created a rough cinematic.
August 17, 2025 at 2:01 AM
Epic Door Opening First Test. I am happy with the first test. I want to work more with sound design and accentuate the vines and overgrown nature of the door.
August 10, 2025 at 3:32 PM
Epic door. After extensive research and experimentation, I finally have a door design that I am happy with. All that is left is to finish the animation, which I will do this afternoon.
August 3, 2025 at 3:39 PM
The Epic door project: I aiming for a simple and clean door design while enhancing the cinematic elements in the second part. Attached is the initial construction stage and my reference sheet, with a focus on fitting the design within the Alien franchise.
July 27, 2025 at 2:17 PM
Here is how the toy is currently shaping out, aesthetically. I like how the camera moves, and I think the final product will be fun to play with, even without the replay system at the current time.
July 21, 2025 at 4:59 AM
The replay system is where I am currently struggling because, essentially, I have to create another structure for the ghost that stores the location and click data, and I am starting to lose track of data at this point. I want to revisit this with a more straightforward solution.
July 21, 2025 at 4:57 AM
Here is my WIP systmem.Basicly it creates a session structure to store click events and mouse paths, allowing each session to have unique position and click data. However, there were some issues with the structures that prevented it from functioning as intended.
July 21, 2025 at 4:54 AM
Dev Log Week 5:
I set up the gameplay recording and playback systems, but integrating multiple ghost clones proved more difficult than expected. I underestimated the complexity of storing ghost data, making my system convoluted. I plan to revisit this at a later date
July 21, 2025 at 4:49 AM
I have also gone ahead and purchased the environment pack that I will be using, as well as my mechanical bird asset.
July 13, 2025 at 1:36 PM
Dev Log Week 4:
Been working on figuring out the main mechanics of my project. I successfully recreated a recording of gameplay movements, and I am now working on recording the player's actions when they click an object.
July 13, 2025 at 1:31 PM
Dev Log 3:

After finalizing the layout, I put in all the assets. Finished set dressing and finalized the lighting. This is the final result.

www.youtube.com/watch?v=IMSn...
July 6, 2025 at 11:56 PM
Dev Log 2 Cont:
In addition, I have been working to replicate the Pikmin-style camera. Overall, I am pleased with this initial review. I need to make it a stationary orthographic camera that moves with the player.
June 29, 2025 at 1:18 PM
Dev log 2:
After reviewing my studies, I revised my map design to include recessed areas leading to elevated spaces for player exploration. This change addressed the previous design's overly open feel, better aligning it with the Pikmin aesthetic.
June 29, 2025 at 1:13 PM
Study of map layout.
Orange: Map outline.
Red: Elevated Areas
Green: Ramps
June 22, 2025 at 2:34 PM
I struggle with level design, so I’m using resources like noclip.website to study levels from Pikmin 2 for layout inspiration. I also found the model of Pikmin 3's Tropical Wilds ripped from the game to analyze.

noclip.website#pik2/user/Ka...
June 22, 2025 at 2:06 PM
Week 1: I have started Assignment 1 by researching references to Pikmin 3's Garden of Hope for inspiration for my set dressing environment. However, I am struggling to capture the game's unique atmosphere. I plan to explore the original files of the game to study its level design more closely.
June 22, 2025 at 1:53 PM
Week 8: I conducted a comprehensive overhaul of Lily's navigation, utilizing raycasts to enhance obstacle avoidance and leveraging Unity's Agent system to create an agent more closely aligned with Lily's size.
May 28, 2025 at 7:41 PM
Week 7: Beta Day
During the weekend of week 7, we participated in Beta Day, a day where all the other game majors showcased their beta builds for feedback. It was a great time and an honor to be the only VR project there.
May 28, 2025 at 7:36 PM
Week 6: This week, my job was to gather and create all the assets we needed for our steam page mock-up. Including Library Capsule, Header Capsule, and Steam Icon. In addition to setting up all our social media accounts. Yotube, Tiktok, Reddit, Instagram etc.
May 28, 2025 at 7:31 PM
In Week 5, I started working on a hallway sequence that would include the new evolution of Lily chasing you down a hallway.
May 28, 2025 at 7:26 PM