Time for polish
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A lot of stuff have happened since last blog post and at the same time, not much. After last post last week i didn’t do much work on Naar but instead began working on a report for another course. Sadly i contacted a cold right about after last post and didn’t have any energy to do much of anything for most of the weekend, at least i got some sources. I wrote most of my report on the Monday in panic, turned out the sources were garbage so i had to wing most of the report. I expect to have to redo it eventually but at least it got handed in. After handing the report in on the Tuesday i fixed a couple of minor issues, one being that the double fireball didn’t rotate towards the target. The second thing i did was to implement a way for the explosion of the fireball to damage objects. The method i use is somewhat ineffective but the Unreal Engine seems able to handle it. When the fireball hits a target it’s collision sphere is expanded to a bigger size and then a check is made which search for any object of a class in an array of what objects the explosion can damage overlapping it. This is done for each of the classes in the array(currently three types), this way it does nothing if it isn’t overlapping with any objects of the class. The next check takes all the objects of the current class, determines the type of object and handles the impact of the explosion. From now on we have decided to apply a feature freeze so from now on i’ll mainly be making sure everything works properly, either by adding functionality or making additional checks. The biggest things that needs doing is probably the AI, and making sure it do not have to run three tasks just to do a single attack. I would prefer if more of this functionality was in the character class instead. Hopefully i will be able to document all the small changes on this blog in the coming weeks. |
I would have made a list of objects rather than three checks but that would only mean i instead would check the numbers rather than the class names. Anyways, each of these classes has some function to call when taking damage and that is what the different casts are used to access. I’ve been considering solutions to solve this and the main one i could think of was to give the enemies a class they can all inherit from, which in this case would mean having a parent blueprint all enemies use as base.