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.

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