Found a nice high resolution picture of a textured paper or something that appears to be parchment. I used it as background for all the UI elements and it looks pretty great. It makes the words pop out and it makes it more interesting to look at overall.
For awhile now I have been trying to fix the whip when it attaches to objects. After several tries of trying to manipulate the spawn point of the object it is attaching to I went back to check the values I had set on some of the whip’s variables. That is where I found my problem. I don’t know how long ago I did it or why I even did it in the first place, but I had the end of the whip’s Z location set to 40. As hard as I try to recall why I did such a thing, I can’t remember why I did that. It must have been way back when I was implementing the whip in the first place. It must have been when I wasn’t attaching it to objects. That has been there for so many months. Such a small fix has solved my issue with the whip appearing in strange places.
I fixed a bug that the first boss had where it would stop attacking if I used a certain power. Hopefully resetting its ability to attack will fix this issue.
While searching several ways of getting a reliable and efficient knockback on actors I stumbled upon the suggestion of a lecture that Unreal had that was all about the math they use for the engine. It was a very education stream. It was around 2 hours that I watched and I absorbed a lot while also not understanding a big chunk of it. There was a lot of mathematics that definitely went over my head. Not a lot that I could actually apply but it taught me a lot of the principals they use and how to think about the certain relation of objects within the engine. It was a nice change from the usual lectures I watched which is all hands-on, this showed the bigger picture and the foundation of many of the engine’s calculations in terms of effects.
It definitely sidetracked me and while I didn’t get all that I wanted to do today, that’s okay. I have no deadlines and there is no rush. I definitely don’t want to take too long to finish this, but this is my way of telling myself that sometimes it is okay to not stick to the plan.
Last two things I did was make a simpler model for the shield. The previous one was too bulky and ugly. I made one that was smaller and its scale was appropriate. Then I found a bug with the lantern that if you pull it out while sprinting you won’t be able to fully rotate because the sprint would make sure that you always faces the direction you were running towards. I fixed this by delaying the disabling of the orient to movement went the lantern is brought out.
I still need to figure out how easy it would be to create a color picker or the crosshair. If it is too hard then I’ll find a simpler way for it to be changed because I don’t want people with certain color visions to have difficulty seeing the default colors I picked for the crosshair. Besides that I also want to start looking for a new font, perhaps a font that will be the official one. I have seen lots of great fonts online, but to use them commercially I would have to buy it. So if I really liked it then I will pay for it and it will be the font I use for everything in the game.









