Clashing systems
Dev: Jacob Zhu
This week we tried to implement randomization within the levels. To explain, each of our buildings in the game come bundled with enemy AI spawns that are designed to trigger when the player walks near them. To add some replay value to the game, we wanted to randomize the positions of the buildings to allow for a fresh experience each time.
The problem is, Unreal has certain requirements for detecting child components within an actor's children. This causes the existing class of spawn points to be unuseable for being called as a child component, since they are inherently actors. The other method, which is to detect overlapping actors within the actor itself, will not work due to the player proximity detection requiring data references of the spawn points to exist on Begin Play, which would mean the data is unavailable before that happens, since Overlap happens after Begin Play.
Future work could be done to refactor the sequence of data calls or to turn the spawn points into a child actor component class.
Get Lustrat Somnia
Lustrat Somnia
Horror game with horde defence
Status | Prototype |
Authors | The Vermilion Chocobos, Sun, Ren, TheCephaloDev |
Languages | English |
More posts
- Winning randomNov 18, 2023
- Components Vs ActorsNov 10, 2023
- UI subsystem abstractionNov 03, 2023
- UI versus Shared PointersOct 28, 2023
- AI Accidental MartydomOct 23, 2023
- Positioning a randomized objectOct 16, 2023
- Dev Log: Issues with Turning MeshOct 14, 2023
- UI Player Feedback and DirectionOct 14, 2023
- DevLog: Point System and Random ItemsOct 07, 2023
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