Coding Team Devlog 3


Caitlyn:

This week, I spent a long time (12+ hours) trying to get the alert system as a component after learning about the design of it. I had to update the guard’s information with additional checks and create an interface for handling shared functionality. Since this is my first time using anything AI and requiring inheritance, trying to get this to work was a challenge. So far, I managed to implement:

  • 4 different alert types that any actor can adopt using a component.
  • An interface to better communicate between the controller and blueprints.
  • Dispatchers to signal when an alert is sent out, from what source, and how to react.

Although I couldn’t achieve the tasks I wanted to complete, I’m happy that this will save time down the road for other NPCs. It also helps when I have to actually create the unique functionality for the children of the base blueprint.

Little quality of life updates were included as well involving:

  • Made a document for the team to know how to place patrol points and change the patroller’s behavior.
  • Updated the player to have a health variable the guards can decrease.
  • Added debug keys for playtesting levels.

Hunter: 

  • Video settings now save to file (texture quality always saves ‘1’ for some reason though)
  • Added current implemented controls into the keybind menu (remapping works)

Plans for the next week or two:

  • Get all art UI assets in
  • Add controller capability
  • Item Interactable Popup
  • Success / End of Level Screen + Fade to next level (unlock next level)
  • Fail Screen (all health gone)
  • Caught circular fade
  • Player stats UI (health - working)
  • Level selection screen (replaces the start button)
  • Controller should work with audio sliders
  • Level start widget (basically just showing the level number and name)

Logan: 

Luke:

I created an animation blueprint for the main character to include full locomotion and pick-up states. I've made it modular enough to fit for the patrolling guards. 

Leave a comment

Log in with itch.io to leave a comment.