@Handkor: Cheers man, I’m doing my best!
@Sean: Thanks for the kind comment, sure helps with the motivation! I truly appreciate all the work you’re doing as well!
@sirnameless: Haha I will, don’t worry! I’m hoping to have the first few playtests (including alcohol) with my friends somewhere this weekend!
Since last time I’ve added quite a lot of stuff, all player stations are Blueprints with publicly editable variables for the color and player index, transitioning over from Unity was never easier (though I have to admit, it took me longer than necessary to realize that the Editable toggle makes the variables editable in the level hierarchy)! The controls are captured by the Level Blueprint and passed to the respective objects for easy editing. The game is already relatively fun to play, even though I haven’t had enough time to make the trigger system work, simply because the physics make it feel polished already
Before I used a rigged skinned version with constraints, which was a pain to work with since I had to reexport the model every time I made a tiny little change… After I found out about the Physics Constraint Actors though, setting it all up for modularity was a breeze and it worked like a charm!
Also I’ve been experimenting with different camera setups, rotating the camera with the arm is kind of disorienting so I think I’m going to have to keep it static for now. The game needs to be sped up a little still, it feels a little too slow at the moment. But that’s all being worked on!
Anyway, I’ve attached a short video showcasing the current build! I really wanted to get a HTML5 build out for you guys to experiment with today, but unfortunately I will have to delay that, because the HTML5 build setup takes a bit of time (but don’t worry, I’ll get around to it Soon™)!