Research EVERYTHING
Hey, it's been a while. It has been a busy few weeks working on Element Clash. As you all know I am the AI programmer for this project and it is my first time doing this. When we first started we bought an enemy asset pack that included all of their blueprints. So I figured I would just go into each one and get started on them. And so I did, and it was fine for the first few weeks. However as our combat system got more and more complicated, adding new combos and attacks, it made it nearly impossible to check for each and every single enemy on the map in order to do damage or put them in an array to avoid damaging the same enemy twice with the same swing, etc. This is where my teammate told me that they should have been child blueprints of one overarching blueprint that would act as a parent to all ai so it would be easy to reference the parent and then get instances from that. Of course by this point I knew that was a good idea but back then I did not know any better. So we started brainstorming and researching how this could be fixed relatively quickly since our milestone build was coming up the next day. We found a reparent function in UE4 which allows you to set a parent to an already existing blueprint, but there was more work to be done. I had to go through and declare methods inside the parent instead of child classes and implement in the child. This took the entire time I had left until the next build and I got no progress. It felt like i went back 5 steps in 1 day and came back to the same place I was before. But it needed to be done for the sake of making our combat easier and more efficient.
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Element Clash
Element Clash, save your legacy!
Status | Released |
Authors | DJMyers16, MaxMatusR, willj003, B0SS0770 |
Genre | Adventure, Action |
Tags | Action-Adventure, Action RPG, demo, Low-poly, Magic, Monsters, Singleplayer, Third Person |
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