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.

5 views0 comments

Recent Posts

See All

Gate and Perfect TCG updates

Gate is now available for purchase from Gamecrafter: I also have the first expansion box preordered, so as soon as I've recieved it, I will be able to sell that too. In Perfect TCG news, all three sta

Splash! Dev Log 19

I quickly finished off level 5 with a few more platforming elements and a level gate, and moved on to level 6. I noticed a few things with this. The duplicate level 2s still had all their level bluepr

CONTACT

FOLLOW

  • Facebook

©2017 by VoidLance.

VoidLance™ says: Please do not attempt to download any content for free. It is not okay.