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Project Impact Devlog #3 Setting up Ally Actors for Future Big Skirmishes

Hey guys! Just a little update here, as I'm really happy that I got the base for Folllower/ Ally Actor Code established,

Why it kind of is a major thing is, most of the components really only focus on Referencing the main player, and to make an anchor point that dynamically changes, it required a whole ordeal of Code to function the way I intended it to be,

As I'm expecting and my scope includes big skirmishes that can be handled by even low tier processors, so its tricky since most of the get-go plugins have a lot of stuff that don't really do well when replicated 50 or even just 20 times


So yeah, Really just happy I get to establish this very early on, Now apart from some polish, The focus now is on setting up the other major gameplay loops like Ship Travel And Combat, as well as other loops like Capturing forts, Because of the AI framework that I built early on, designing these Would require much less specific code and more on just leading these actors to go to locations, and all the general stuff


Anwyays guys, with each update, We get much closer to the release of the short demo, And for that, not necessarily that it's gonna have everything, but for me it's important to get it right since, Whatever is in it, will be the impression of the rest of the game eventually. So thanks everyone for the patience!

And expect more progress in the coming days! Thanks everyone, Happy Modding, Happy Gaming!

Project Impact Devlog #3 Setting up Ally Actors for Future Big Skirmishes

Comments

unreal engine 🤔 sounds good

Marc


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