Hello again, And welcome to this week's Journal entry.
I kinda forgot about doing one last Thursday <_<
So, Onto what I have done since the last update.
I did manage to block out a level using Tiled, But it turns out I did not pay proper attention to the tile size and the players jump height.
Importation of Tiled levels looks like it would become complicated to link the different doors and platforms together.
I have added a button to cancel the current action(only the Drop preview is supported), So the player can opt out of the Drop.
So onto the plan for next week:
- Redo the Tiled map using 1 pixel = 1cm
- Add a roving "Drainer" ball enemy type that just rolls around a defined area in search of the player
- Change the jump height to be a standard of 4/6 meters
- Create a C++ (base) class to handle the CubeKey gameplay event handling, The BP one is a bit of a pain as there is a bug in the engine in regards to updating array of structures in an array (I am having to use a workaround to get it to work).
The 4.11 update looks pretty nice, I plan on waiting ~2 weeks for any glaring issues to be ironed out before downloading, I am also considering building from the Github source myself so that updates means less bandwidth required for the download(s).
Huh, I don't have much to say.
I will endeavourer to change that for next week.
Thanks for reading.