What Happened To April? Recap and Goals

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What's with the blurry diagram!? We spent a lot of time getting all our ideas down and organizing them this week. Don't worry if you can't read any of it, we'll be revealing it more and more in coming weeks.

In the meantime. It is now a week into May so it is recap time!

April got off to a slow start. We ran into troubles with Armory much faster than expected and on a much larger scale than expected. So we went Engine Hopping. After trying out a lot of options, we ultimately decided that we'd give in and try out Unreal Engine.

It was extremely overwhelming at first and we weren't really sure it was the right choice. However after Jumping In and giving it a few days of attention. We started to catch on. And thanks to this, the last half of April has been very productive.

We blendered the Magma Imp and then dove deep into Unreal. We didn't post about this so much but we also organized over at Gitlab and started the actual project.

We made so much progress that we decided to finishing setting up over at 3Speak so we could actually show some video. Granted... our videos so far have not exactly been entertaining but it does show what we've accomplished better than some screenshots and gifs could have. The first video showed the basic player controls and imp AI. We also had completed a dynamic spawning volume to make it easy to place enemies around the scene that will dynamically spawn and respawn on timers as well as have the ability to be marked rare spawns and various other things we'll be implementing more later.

Not long after we posted another update showing even more progress. The imps can now attack and have even better AI. Also added a better transition from idle to walk to run for Eddy.

Since that last post we haven't stopped working! We will have an update soon on damage and UI, but it is not quite ready yet. And we took a break from Unreal to get our plan laid out in that beautiful diagram you see in this post. 😁

Other than damage and UI, some things we hope to accomplish in May include a basic inventory system with crafting and ability management. As well as setting Eddy up to be able to attack back. If time permits, we'd also like to build up the demo environment a little so we can start playing around with more dynamic movement and obstacles.

Think that about wraps this one up. If you like what we're doing and want to see how our May plans turn out, don't forget to follow us!