Back from the unknown

Itโ€™s been a long time since Iโ€™ve posted anything on my website. Like always, life made me focus on other things instead of my main project/game, but after getting everything sorted out, Iโ€™m back to focus on development once again.

So, what have I been up to? Quite a lotโ€”and this time, with help from AI (Gemini). AI has come a long way since the last time I used it for coding; it now understands how visual programming works much better, which speeds up the coding process significantly.

One of the main things bugging me was the firing system. Unreal Engine basically offers two ways to handle firing and hit registration:

  1. Spawning a physical projectile and launching it with velocity. This method isn’t very practical for a multiplayer game.
  2. Unrealโ€™s hit detection system (hitscan), which registers hits instantly and is far better suited for multiplayer.

The choice was easy, but implementing it wasn’t as simple as I would’ve liked. After breakingโ€”and subsequently fixingโ€”a few things, it’s finally working in the game!

Another feature Iโ€™ve been working on is a 3D Printer. Players can use it to buy helpful items in-game, such as health, ammo, turrets, and more (without spoiling too much!). I revamped how it handles item management by using a Data Table to store all item data. Now, a built-in check inspects the playerโ€™s inventory and only adds the item if there’s available space. It took longer than planned, but that’s just game development for you.

Add in a long list of small bug fixes here and there, and itโ€™s been a productive push. After almost a year away, it feels great to be back working on the project. I have a fresh perspective on what Iโ€™m building, and while thereโ€™s still a ton to do, itโ€™s full steam ahead from here.

Until next time!