Game tester

Being my own game tester isn’t too difficult. I just have to poke and prod everything repeatedly and try my best to break something. So far, I found a few bugs while going around the levels and also testing some settings. The crosshair settings would break after it was saved because I had not actually set the proper values in the menu. Its value was also going too high. It is now fixed.

I re-visited the health bar again and made it change length based on the max health. It should be halved at the first level. The issue I had with this before is that when the health was very low it would appear as 0 on the health bar. I added some more checks to stop that from happening. Hopefully, now it should be working properly and be clearer to the player that their health maximum is increasing.

I was also lucky to find a bug while inspecting items. It would not register a fall if the player happened to jump and then inspect something. The inspection disables character movement, so it actually stops the character mid-air. When getting out of the inspection, the player will move again, but for some reason, it doesn’t trigger the landing event. On the land event, I reset the jump function. But since it didn’t call the event, the player won’t be able to jump. I fixed it by simply resetting the event manually when getting out of inspection. I may replace this solution with something better later on.

I made sure to test some of the newer powers on other bosses as well. There was a bug with the second boss because it wouldn’t register damage from the Arsenal power. I changed the function to just make the player always be the target if the boss takes damage.

I found that the other bosses had the same issue with not being able to attack. I couldn’t put my finger on what I had changed. Then while debugging, I noticed it was specifically the line trace that was not hitting the player. I went back to the player character and found that I had disabled the camera collision on the capsule. There may have been a good reason I did that, but I put it back to blocking for now. Every boss attacks fine. So it will just be the first boss that acts differently, but it is barely noticeable.

I added trails to the attacks of the third boss. And the torch effects for the save points in the third stage were misaligned. I found that I changed what the effect was connected to on the main blueprint. It was easy to fix by resetting the position of the torch effect.

Took some pretty pictures while I was messing around. Primarily for marketing purposes. There was also a bug with the Arsenal images not appearing. I wasn’t making them appear if it was below 3. I had made it only appear when it was 3. So when the player got hit, and it was 2, the UI would appear, but the Arsenal images were not there. I fixed this by making the proper ones visible at every count.

Also added additional visuals for the fourth boss. I will continue to mess around on the fifth level and see what else I can break. Then I will take it slow and also go back to studying and learning again. It’s been a while since I took the time to take a course. I checked the Unreal online courses and they updated it with a lot of classes that are useful and interesting.

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