Zach Taylor Work Blog (Wk7)


Total Weekly Hours: 8.5 hrs

Player_BP Refinement: 1 hrs

Interact_BP : 2 hrs

Lantern BP Functions: 5.5 


For this week I focused on refining and creating additional blueprints for some of the game mechanics that we want in the game. I first edited the Player_BP blueprint and added a sprint toggle. By creating a pressed amount counter and retriggerable delay I was able to increase the max walk speed by double-tapping the walk-forward key "W". After this I wanted to create an interact blueprint because it will be one of the more commonly used functions in game. I used a blueprint interface so I could assign and edit multiple interactable objects without having to redo work and in-turn setting up a more efficient system. Currently the default object is set to trigger a widget when the player is within the collision area. This widget display the key space that needs to be pressed and the action that will be performed. (The default has "E" for interact). For the end of the week I really wanted to focus on getting the Coral Pendant functionality more flushed out. I currently have an Enemy Damage interface that I have connected to ShadowCreature_BP. The Shadow creatures are meant to be destroyed when the light of the pendant is activated. I originally had the pendant as a component within the Player_BP but changed it into being its own static mesh that I could more easily assign in the blueprinting. I am currently having issues with the collision box of the pendant to be created / detected by the enemy and will research more and will continue being my main objective for the time being. After I am able to solve this issue I will add the destroy node to the enemy because they will be one shot from the pendants activation. 

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