Hello again, And welcome to this week's Journal entry.
I have not made much time for development, So I have not done much <_<
But I have done the (simple) task of changing the players jump height and exposed a option to set the height.
I just need to see if there is a C++ method/function to get the projects gravity value, There is no way to get it via BluePrints except if it has been overridden by the map(World settings).
I have started on creating a base C++ class for the CubeKey event tracking, I just need to put some more thought into the data layout and how to expose it to BP's.
So the plan for next week:
- Add a roving "Drainer" ball enemy type that just rolls around a defined area in search of the player
- 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).
- Build a random pickup spawner(Energy, Energy regen rate, Energy regen cap increase)
- Improving the responsiveness of the controls
- Redo the Tiled map using 10 pixel = 10cm
Main (overall) goals for the month:- Cleanup the 3 existing levels.
- Finish two new levels using a Cube as the core piece
- Experiment with a "full 3D" Cube centred level with TPS contols
- Improve the responsiveness and control of the players movement. (Tighter stop/go cycles and rotations)
- Uploading at least one new screenshot showing something new
- Cleanup the 3 existing levels.
I found this nice presentation on the GDC Vault about "Modular Level Design"(Fallout 4).
I have been thinking about getting the UE4 source GitHub and building it myself instead of using the pre-built binaries to try and save some bandwidth for content examples or tutorials(Which i apparently use quite a bit of data on).
That's all for now, Thanks for reading.
Ryan.