Coding Team Devlog 2


Caitlyn's Work: 

This week, for over 8 hours, I added each guard’s type and data, the different states they can be in, created children of the base class with the correct data table row and a matching mesh, added logic to sense the prince, and reworked the behavior tree to work with all these changes. There’s still a lot of testing required to check if the behavior works appropriately, but overall, all established enemies are somewhat in the game with data and potential.

Hunter's Work: 

  • Esc to pull up the pause menu now works.
  • All settings widgets link to each other, and work with both pause and the main menu.
  • Video setting functionality is in; waiting on other stuff for audio and controls.
  • Loading: Fade to black from the main menu, circular fade into level.
  • Fixed a bunch of weird stuff with the menus (back buttons, esc for back handler, menu scaling, menu overlapping)

Logan's Work: 

 https://youtu.be/kkB_jwJmfX8

Luke's Work: 

  • Created an animation blueprint for the player 
  • Included states for holding heavy objects 
  • Created a crouching function 
  • Included crouching functionality into the anim blueprints

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