Coding Team Devlog 4


Caitlyn: 

This week, unfortunately, I couldn't get as much as I'd like done because I didn't have internet and my laptop kept crashing. I could easily implement the logic for sensing whether it's the player, the prince, or a guard but didn't add any functionality to it besides printing messages. I mostly tried getting my blueprint to finally work by communicating to other actors in the scene, but I couldn't pinpoint the actual issue and resolve it yet. Then, UE kept crashing and resetting my changes so I figured I could only properly test when the internet is back on my computer. I plan to move my code over to my computer after I get the recent version with the working code, and create testing actors so it doesn't interfere with others. I still spent a good 5 hours or so when I could this week, though.


Hunter: 

  • All current UI art assets are in the project, and all UI’s have had their buttons and fonts replaced. The only thing that might be added now is menu borders.
  • Added controller capability (+ custom navigation so it works with menus too)
  • Added in the level selection screen. (still needs proper unlock conditions, but it works)
  • Added in a player stats UI to display health and held item (not yet connected)
  • Added in a Level Start pop-up and a level fail pop-up. (not set up)

Plans for the next week:

  • Item Interactable Pop-up
  • Controller Rebinding
  • Main Menu Logo Art + BG
  • Fix fullscreen scaling issues
  • Fix back action issues
  • Caught by guard circular fade
  • Connect / Set up level select, player stats UI, and level start/fail pop ups correctly


Logan: 

Luke: 

Debugged some issues with the saving and loading of checkpoint states, and set up additional documentation and workflow pathing. 

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