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Oh My SHIP ! - Devlog Week 02

Oh My SHIP ! - Devlog Week 02

Amir HM
Amir HM
Oh My SHIP! - DevLog · · 2 min read
4,040 0

This week I working mostly on the structuring the blueprint class, components, and the connection between them in the gameplay, lots of reworking the structure to make efficient and flexible enough to develop futher and maintaining it. Here the main gameplay program structures:

Main program structure. There is more than this for example enemy spawn manager, UI, FX, etc.

It is good enough for now but will keep improving it, any idea to make a better structure of the gameplay is very welcome. I get some problems while creating the enemy spawner, the enemy types need to be referenced directly to the enemy Blueprint name when the spawner class is initialized (EventBeginPlay) because need to setup the spline for the spawned enemy, and not every enemy type has function SetSplinePath because of different movement handling component. The problem is using one enemy spawner to manage all enemies is not efficient and troublesome to manage. So I end up using a different spawner per enemy types. For spawning i use Timeline to Exec the spawning function of the spawner class because this game type is really time based gameplay.

Other than that still pretty much learning UE progress. adding UI, Niagra effect, and so on. The most interesting thing to create this week is creating the missiles that targetting random enemies, feels so different coding logic using Blueprint than writing the codes manually. Here the screenshot this week and some gameplay videos. All 3D assets are still palaceholders and the Niagra effect (basic) just applied to the missile trails other effects like explosion and bullet hit just spawn Sphere Actor so not need to deal many particles when testing the gameplay.

Just 2 types of enemies at the moment



So that's all for this week, any advice for me about this game development process is appreciated. Thanks for reading.


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