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gAMEPLAY mECHANICS uPDATE

iT'S bEEN A MINUT

Well. I have maed a lot of progress.


The first aspect is:

THE HITBOXES ARE FUNCTIONING AT MAXIMUM CAPACITY.


YELLOW , RED , BLUE , and WHITE hitboxes all do different things!


I made a cool video about how it all works.


Please like and share or whatever.


Here is the video:


I also completed A CRAZY NUMBER OF ENVIRONMENTS AND LEVELS. But only the environments. There is still a lot to be done, regarding the placement of enemies and items.

UNREAL ENGINE RANT I had previously, like many Unreal Engine learners, utilized "Event Tick" when it was unnecessary. For those who want to use UE5 in the same capacity as an indie developer: Here is something for you. Timelines are more computationally efficient most of the time, and they allow for visual tweaking and curves! It's a robust system, and it works in engine! PLUGINS ARE BAD. I never used them, but: They tend to add a lot of complexity to the project. Unlike Unity, Unreal Engine does have a serious vulnerability: Cache corruption, and corruption of pointers. Once your project is corrupted, it is VERY difficult to recover. That may now be the case for Unity as well, since Unity 5 (My preferred Unity version), but I am actually pretty surprised by the ACTUAL FRAGILITY of UE5. In any case, for other students of UE5: Timelines instead of Event Tick. Want to talk between actors? Cast. DO NOT. I REPEAT. DO NOT FOLLOW ANY OF THESE AMAZING SOUNDING TUTORIALS ABOUT INTERFACES AND COMPLEX NONSENSE. Just use the engine's built in stuff. Because the entire project can break at any moment, especially the larger they become. Always utilize what is built for and within the engine. Anyway. Sorry. Rant. Rage. Rampage. Aggression. It does what it's supposed to do.


So!

Result?

Good.

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