[WIP] The (VR) Dungeon Survival Project

  • Torch throwing now has some spin, and matches the rotation of the torch in the player’s hand.
  • Torch throw force has been dialed down (still some issues with being able to aim it).
  • Oil slick now checks actors for tag “Fire” as well as checking to see if the character has a torch out (that will go away at some point soon for something more general).
  • Updated collision to use sphere for the torch.
  • Created simple collision volumes for some of the level pieces to improve item collision.

A new blog post on Rats! in Dungeon Survival and part of how I’m going to take them from crummy beginner fodder to horrifying nope machines.

I also spent last night getting Perforce set up the rest of the way. The client was installed and configured, but no server, as I was attempting to use Assembla’s free hosting but there’s some issue that requires contacting them, and I figured I might as well learn how to run the server. I’ve had plenty of experience with Subversion, Mercurial, Git etc. but not had a chance to use Perforce much, so I might as well use it now that its free.

So I got that set up, and then spent a while breaking all of the Dungeon Survival stuff out of the current project and into a clean one, so that I could leave behind all the bloat from Effects Cave and such I had moved in there but not really used. Then I got that moved into Perforce and versioned properly.

Now I’m free to make big changes to the inventory system without worrying about messing it up and not having a working version to fall back on.

Inventory Overhaul

Right now the inventory system is a little wonky in that it makes you use a bunch of different keys to interact with it. E to pick up stuff, F to drop it, left mouse to use a held item. Right click is currently a special action which hides/shows the torch (and does an animation blend to raise the arm), which are components on the character BP. Left clicking while nothing is in the left hand currently throws a torch.

The overhaul will include:

  • Making it so that two items can be held, one in each slot.
  • Right click will perform whatever alt-use is possible on the item held. If two items are held, alt actions will be disabled and will do the main use for each hand (LMB does left use RMB does right use).
  • Items will support going into the right or left hand on pickup.
  • Two-handed pickup support.
  • F-key drop will be changed to happen on release, so that a long-press will throw the currently held item.
  • The torch components on the player go away in favor of the generalized functionality above.
  • (Maybe) Mouse-wheel up/down to select which hand to do certain operations on. Not sure.

Once that’s done, I’ll be working on adding in my rat enemies and AI for them.