Adjusted the placement of where the sword trails were because they didn’t look right. I tried out more animations from the asset I got. With it I replaced the parry animation, so it should be relatively easier to parry, and I added an event so it doesn’t take too long before the parry resets. It is not something that can be spammed, but it can be done fairly quickly.
The hitbox of the sword still felt too small so I made it really big to make absolute sure it will hit any enemy. I have no worries with the boss missing the player, at least they are safer that way. Unless they look like they’re really supposed to hit. For the player the melee should not really be a matter of aim but of distance.
I took some more time to improve the options menus with its functionality and its appearance. I should the shoulder buttons to the side of the menu switcher, instead of under it. I created new images for all the inputs that didn’t have an updated appearance, from Num 1-9 as well as other miscellaneous keys. Searching online there didn’t seem to be a way for Unreal to detect the type of gamepad the player is using. My solution which may not be the best for now, is to have the different types of gamepad set to a variable in the game. The default will be to Xbox because that seems to be the default for most games. And it will be up to the player to set the type of gamepad they are using in the settings. Right now I set it up so the gamepad type can be either playstation, xbox, or switch. Not sure what other types I should add. But for now that seems to cover enough of the gamepads. I can get specific and add the ps5, and xbox one images, but that seems unnecessary.
With that finally done I don’t think there is anything else I can think of that I would like to add to the options menus. It seems that I have reached a point where I think it is fairly finished. Of course if I think of anything else I will add, but as it stands this gives me the opportunity to focus elsewhere in the game.
My focus has turned to the third level of the game, which I haven’t touched in awhile since I was focused on the first two stages. I started off by putting more throwable objects in the boss room and making sure they don’t get damaged during any rotation events. The gravity still feels iffy to me so I will continue to tweak it until it feels more fun or at least less chaotic. I have been taking smaller steps lately because I want to be careful not to add anything too crazy that could break what I have in the game, and I just want to make sure what I already have is working perfectly.
Besides the level improvements I will be looking into a proper loading screen as well, rather than just sticking an image onto the screen. I want to find a better solution because it seems that the loading screen can’t sustain moving images.










