For this assignment, we were tasked with kit-bashing basic assets with the focus on functionality and figuring out more advanced mechanics of blueprint scripting; while also teaching newer players how to play "our" individual games. I made sure to play test my game with several students on campus, adjusting my game accordingly and the results, I believe, made for a good ramp in difficulty for my level, introducing concepts individually but rapidly enough that they are not seen as boring.
The ending is not quite finished as of yet, as the "end boss" is reserved for a later assignment, however, I plan on it being a "two-part" boss fight that translates into a separate arena-esc fight.
In class we learned about three separate ways to create projectiles in Unreal Engine, Line Tracing, Spawn Projectile, and Spawn Physics actors, each tailored towards different types of weapons/other projectiles. For bullets, lasers and other more instantaneous-esc moment, line tracing proved to be the most effective, as it easily travels the fastest, but wouldn't be as accurate a projectile system as the projectile spawning system. The projectile spawn system is just how it sounds, pre-built with "fake physics" that are less taxing on the game engine, and allow for simplistic additions to how they interact with the game environment, other actors, etc; though it can be difficult to implement true physics with this projectile and the nature of it being pre-built means that once you break it, it becomes difficult to repair. The last actor is more very adaptable, but has to be built from the ground up, the "spawn physics actor" puts any SM through the physics engine
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