Parasite Zero - Programming Check-in 10
Dameron:
Weekly update:
Thomas:
This week I hooked up the save system to the main menu, so that it can actually load you from a previous game. If no previous save slot exists, I added some script that makes the load button on the menu darken and become un-interactable. I also made a few changes to the Mutation core asset, changing its mesh to an eyeball-looking-thang and the sound it creates upon being destroyed. Still waiting on art team to finish the Niagara system for it.



Owen:
Added check for minimum mutation amount. Added basic Health and Mutation pickups.
Changed the Interaction Text to derive from a text variable



Derek:
Made a major update for the tutorial. I changed a few things on the player for the grapple such as disallowing the grapple hook from firing if it takes too much health. I also decreased the grapple cooldown.
Current tutorial state:
- walk into the tutorial collision (BP_TutorialManager)
- It trigger the tutorial sequence that is set on the object instance in the level
- you specify which indexes of the data table(DT_Tutorial) for the tutorial you want that manager to play through
- It will popup the widget for the tutorial (W_Tutorial)
- You can hit TAB to skip the tutorial
Not finished for the tutorial:
- Highlights for which button has been pressed in the widget
- player input capture ie on the player adding a notif to the tutorial or just placing the input capture on the widget/manager
- sound added for finishing the tutorial/each step of the tutorial




Alex:
Wall Climb bug fixes and Ledge grab continuation https://youtu.be/ul8R8rnd_dI
Parasite Zero
A Project for Fall 2025 Game Design 3
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