Current Build: Alpha 0.4.2.1303
- Created modular trigger volume script for anytime player walks into a trigger volume, we can easily drag & drop a blueprint into this tech to quickly set up environmental reactions.
- Collision detection for modular trigger system.
- Airdrop tech randomly spawns a placeholder drop ship 50 meters above player, within a 10 meter radius of current player position when trigger is fired. These numbers are placeholder and will be easily accessible by designers to balance / tweak later via the Details panel in the world editor.
- Drop ship placeholder mesh in place, ready to be swapped out in the future.
- Drop ship spawns a Loot Crate when trigger volume detects player the first time (prevents endless spawning, memory managed therein).
- Loot Crate falls to the ground when spawned directly beneath the current position of the Drop Ship.
- Loot Crate has collision detection set up. Currently, the player can walk up to it and a text message will appear on screen. This is the foundation for future player interactions with the Loot Crate, as more systems are created.
- Rendered box colliders for playtesting trigger reactions.
- Created a campfire, set up a campfire mesh with fire and smoke VFX (placeholder until we get assets).
- When player gets near campfire, text will appear on screen explaining that the player is getting warmer.
- Player can toggle the campfire on and off by walking into the red box collider rendered around the campfire.
- Updated Generic_Trigger Blueprint into Generic_Trigger_Spawn_Event Blueprint, enhancing it’s modularity for spawning any type of world event easily.
- Began our Artillery Strike system, setting up the core parameters of it’s effects to self, friends, and enemies (damage, range, physics-related properties, etc).