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DAY 5

Did not have much time for myself today, had to make preparations for a much needed get-away. I did manage to continue where I left off the other night for a bit.

So I had to rework some logic for the button switch in order to make hooking up future doors (or puzzles) easier for my future self. More specifically, I made the blueprint to automatically change the materials on the button when it is in an active state and an inactive state.  Previously, I did not call the material change (it had only one material). More importantly, I made the active/inactive component public, so I can tick and untick in the editor as default when needed. This also means making the logic for future puzzles easier (hopefully) just by calling a Boolean function from that particular instance of the blueprint instead of copy-pasting some things in the Level Blueprint. Makes for a cleaner, lighter implementation, I think. I'm not a programmer, I have no idea how much some functions cost in the long run.  

 I did not fix the "button teleports" instead of moving smoothly along a spline because for now it works just as it is. There is no functional issue, only a visual one, so there is no real urgency. After everything else is set up and working properly, I'll fix this issue as well.

I do have three more features/functionalities I'd like to add to the button, because why not: 

1) once you hover over it with the crosshair while it is in an inactive state, the button will have a bright outline. 

2) Also while hovering over it, the info needed for the player to interact with it will appear above the button in the game world. 

3) And while it transitions from inactive to active, the material will transition smoothly from red to green.

No screenshots today. I'll be off until Monday and will come back then. See ya.