I quickly looked into why the sun and sky in the second stage weren’t always matching up. It is because I wasn’t update the sky when I was changing the sun. I added more logic so the sky follows the sun’s color and position. It is a bit jumbled but I fixed it eventually.
While fighting the boss I managed to get him on the roof of the house. That is the danger of having physics based gameplay. I changed some of the settings of the actor and hopefully it won’t happen again.
I changed the size of one of the objects to make it more obvious and obnoxious. It is important that players don’t overlook this object.
After I got the animation assets of for a floating character I thought it would be a good idea to put it on the golem. The ground isn’t flat and I couldn’t get the actor to have decent foot and leg adjustments. So I plugged in the floating animations and it looked much better.
I was able to add more attacks too and it gave me the idea to put more threats than just the rings. The more I work on this game the more I realize I need to be smarter with the base actors I create. So I used what I had for the fourth boss as a base blueprint for the projectiles that I will use for the other bosses besides the first one. The first one is a special case.
On the base projectile class I created a function I could call so that when I create a child of the blueprint I can easily call the function in the construction. I tried to find the most important and relevant variables that needed to be changed on the actor itself. This includes the projectile speed, visual effects, sound, etc.
The boss’ shield was too plain so I gave it a nice effect. On the projectile class I added events for when the player whips it or parries it. So if I want to put a special effect on any projectile then I can. I just have to bind it on the child actor. This gives the whip even more things to do. I have found it is rather difficult to whip the small projectiles out of the air, but that is part of the challenge I suppose.
The ring attacks were harder to avoid because after updating the ring model I inadvertently made it thicker. I went back to the blueprint and adjusted the scale of the rings. Using the construction script it was easy to make sure that the other rings were exactly the same size.
I started plugging in the events to change more of the level. This will be affect many things in the stage so I first made sure it actually fired, which it did. Then I realized I needed to make an event for the sun since I shift it several times.
Tomorrow I will continue working on these new updates to the level. Some of it I will probably be keeping secret.













