Archive:
The Wizball Hub has been kinda placeholder since its creation, so today I decided to knock that off the list. I had to extend the Save Game by a few bytes, to track the paint count when players leave the hub, vs the count on re-entry, but with that in place it was fairly easy to extend the game mode to trigger the correct cut-scene:
Each has a slightly different ceremony, so it took most of the day to get them in place, but it’s kinda cool to come in and see it doing what it’s supposed to. I’m still missing animations and audio, and I think there’s a bug in the UI, but the scaffold is in place.
My cunning idea for the end game credits roll: drop the playerg in the start location of Maenhir, and complete the Triple Eh? Cinematic Universe. So I imported the map, and spent a couple of hours re-working the scene to get it to look the same. A bit more work than I was expecting, but I got there. Also added the missing animations and audio from the Hub ceremonies, but I’ve not fixed that UI glitch yet…
I have, finally, definitely, I think, fixed the rotating room in Sandys. Even though I was breaking the rotators down to Quaternions in Blueprint, the SetActorRotation
node only takes a Rotator, so I had to back port that to C++ and do it properly. Was lucky I spent the time on it, as the save game broke; you couldn’t re-spawn in there. Some poor bugger is going to have to save and quit in every room, just to be sure…
The reason that never showed up in the editor? I’m guessing that it was down to the frame rate, the delta appears to have been large enough to skip over the gimbal lock.
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