Devlog 2: Nathan Thorpe
Spawner / End Trigger Creation
8/23/2024 - Nathan Thorpe
One thing that has taken me a hot minute to relearn is spawners and end triggers. For our game, we need an object to defend from our enemies in game, and currently I'm working on a crystal that will act as our main end trigger and lose condition. Along with that, another thing I am working on is a spawner for when the combat phase starts. The main issue facing the two parts are one: I need to connect the trigger from the collision overlap to the game mode; and two: I was having trouble getting the enemy count properly handled.
My solution for these two issues is to bring the game mode into C++. currently it is blueprint only as we haven't need to use the mode for anything otherwise then setting the defaults. Once in code, I would properly be able to handle end triggers and enemy count handlers. The only issue I still need to work on spawning wise is the count handling, as previously, the count would always be one less than the actual count. What I can do to fix this is most likely by setting the count check to make sure there isn't any non spawner made enemies present in the level.
Get Guardians of the Keep
Guardians of the Keep
Status | Prototype |
Author | Lilcoin |
Genre | Action, Role Playing |
Tags | Hack and Slash, Tower Defense |
More posts
- Version 0.1.156 days ago
- Version 0.1.057 days ago
- Devlog 3: Joshua Bray84 days ago
- Devlog 3: Adam Mashaw84 days ago
- Devlog 3: Nathan Thorpe84 days ago
- Devlog 2: Adam Mashaw90 days ago
- Devlog 1: Joshua Bray97 days ago
- Devlog 1: Nathan Thorpe97 days ago
- Devlog 1: Adam Mashaw97 days ago
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