Hello again everyone! I hope you all had a great weekend! Today, I’ve got a bit of a status update for you all.
Progress! The updates to Unreal and the ACFU toolset and base code are all complete and the lingering bugs have been ironed out. The build properly packages and runs without error again. As a bonus, (I was on a roll and just wanted to keep going!) I started reimplementing the enemy AI as well. The functionality that changed has all been figured out (as well as I can figure it out in one weekend, at least) and I’ve reimplemented all the base template enemies I’ll be expanding on for the melee, ranged, and magic users. To ensure that it’s all set up right, I went ahead and reimplemented the “Tutorial Level” version of the melee enemy and it was fully functional and properly attacking me during testing. Success! I ran out of time, but I will be implementing the tutorial versions of the magic and ranged enemies as well. Going foward, I have my base in place to continue expanding the enemy list and adding new versions for later areas.
I also spent some time bug hunting. There were a few issues that resurfaced with the new updates to ACFU, but I’ve gotten them fixed as well. All in all, it was a very productive weekend!
I’m going to continue woring through adding new enemies and AI and I’ll start getting them into the world in select places next weekend. I don’t feel like I’ll have a build ready to release then, but it’s not too much furthe away, either. Unfortunately, the last weekend of August I’ll be out of town and won’t be able to work. So, let’s tentatively say that I want a build out for testing in September. Let’s go with that for now, but I reserve the right to hold the build back if there are any horrible bugs that need fixing before I feel comfortable building.
So, keep checking back for all that juicy Cursed Crown news! Thanks for tuning in yet again, everyone! Until next time, keep on gaming!
