Weekly Development Log

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in

Hello everyone! This week I started my end-of-year vacation from my full time job, so I had extra time to work on The Cursed Crown. I accomplished the following:

  • I created new base classes for enemies and the main character that sit between my classes and the classes provided by the framework I’m using. This will help me keep customizations between version updates of the framework.

  • Speaking of which, I updated the framework to the newest version. There were some issues with the update, but I got them all fixed. Upgrading the Unreal Engine to version 5.5 is a planned task, but I need to dedicate a block of time to this since it could potentially be a really large task to fix issues that arise.

  • I created a new sandbox map built on an open world that testers can access. It’ll provide me a good base to build and test larger functionality going forward.

  • I experimented with the framework’s saving and loading functionality. I was able to create a blueprint based on this and added some checkpoints in the Overgrown Ruins level where the player can save their progress, provided they’re not in combat.

  • I also experimented with the framework’s fast travel system. I have a pretty good understanding of how it works and what changes I want to make to implement it into the game. Due to the smaller size of the Overgrown Ruins level, I opted not to throw fast travel points into it.

  • I did some more bug hunting and figured out what the deeper issue was with the crashing from version 0.2.0. I fixed the issue where I could find it, but it’s possible that it might crop up again. If it does, please provide screenshots to show me where it is so I can address any that pop up. Since this is solved, I restored the version of Kara with the cape. She needs rizz as well, right?

This is an abbreviated change log, and the full log can be read at https://www.6fpsnetwork.com/2024/12/12/development-update-december-14th-2024/ I’ve made sure to touch on every major point here, though, so clicking through is completely optional and only if you want to read the nitty-gritty.

Due to the number of changes, I bumped the build up to 0.2.2 and published a build to the site. I’ll include a link to it in the next post. Until next time, everyone, keep on gaming!


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