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Update for Day 4:

I'll be honest, it was yesterday that I briefly considered just giving up on the whole idea of grid based movement. Trying to implement A* pathfinding with Unreal Engine Blueprints was a nightmare. And it's definitely something that belongs into a proper C++ class, simply for performance reasons. But there I was, committed to the cause. I lost my mind several times over trying to figure out which line belongs where in what could have been 20 lines of simple, clean code. It was a unique experience for sure. And I did eventually get it to work. 

Now, there's not a lot of visible progress. I did finish a couple of visual improvements and also finally have procedurally generating walls. See below for last night's status of Crypt Shuffle. Today will be about actually using the new pathfinding for pawns instead of the current "fly to destination" movement. Depending on progress, I'll try to get some more gameplay variety into it.