WEEK 12 – LOG, SUMMARY

Weekly Log: (13 hours)
Task  Date Complete  Time Spent  Evidence
Shockwave attack 23/05/17 2 hours Link to appropriate blog post (with evidence)
Created correctly alternating attack phases  23/05/17 1 hour Link to appropriate blog post (with evidence)
Homing projectiles 24/05/17 3 hours  Link to appropriate blog post (with evidence)
Jump Timer 24/05/17 1 hour  Link to appropriate blog post (with evidence)
Mesh Manipulation 24/05/17 2 hours  Link to appropriate blog post (with evidence)
Imported and compiled project 24/05/17 1 hour  Link to appropriate blog post (with evidence)
Team Meeting 24/05/17 1 hour N/A
Writing my own blog posts with screenshots 25/05/17 1 hour N/A
Working on team pitch powerpoint 25/05/17 1 hour See – presentation slides
Summary:
  • Implemented functionality for Boss attack phases 1 and 2:
    • Correct variables and states to alternate between phases upon given triggers
    • Tinkered with Jump Timer
    • Homing projectiles (phase 2)
    • Shockwave attack & mesh manipulation (phase 3)
Weekly Learning:
  • I came up against several unavoidable roadblocks this week in Unreal Engine. I couldn’t change mesh collision without it affecting most assets in the world (hence why I couldn’t create a shockwave ring effectively for Boss phase 3) and I couldn’t spawn several new actors simultaneously or immediately after one another without any delay as UE4 is ‘greedy’ and attempts to begin the next action without finishing the last (hence why I couldn’t create a ring of projectiles for Boss phase 2). Above all I have learnt that if my work is going nowhere for more than an hour or two I should move onto something more productive so that I have deliverables to show for my time.
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