Splash! Dev Log 15

I began by trying to create all the levels I would need by duplicating their templates, but I got to level 18 and lost count. I then set up an AI blueprint for the NPCs that was supposed to make them move around randomly, but failed. I tried changing the Simple MoveTo to an AI MoveTo, that still didn't work, but then I realised that I had no Nav Mesh volume in the level, so it was highly possible that the get random reachable point node just wasn't able to find a reachable point. For the size of Nueva Venicia, I had to make a 100000x100000x500 scaled nav mesh, which meant a lot of time and processing power had to be dedicated to building that mesh. (25 million individual processes!) I just hoped that the nav mesh would be the key to fixing the AI navigation. The editor crashed before it could complete. I then decided that maybe using multiple Nav Meshes only placed where the NPCs would be moving was probably a better idea. It still took forever to build the level, so I just left it going.

9 views0 comments

Recent Posts

See All

Splash! Dev Log 23

I haven't posted an update in a while, but I have been doing work on the game on some days. Most updates at this point would have been much of the same, as I was really just making new levels using th

Perfect TCG Starter Decks Released!

You can now buy all three starter decks for Perfect TCG on The Game Crafter, links are available on the page linked below. VoidLance is also planning to get them in stores, as well as the first booste

Splash! Dev Log 22

I decided to implement a little more danger for level 9 and beyond, in the form of a spike trap to kill the player whenever they touch it. The initial thought was to use it to limit the height of the