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TODO: Event System EQS and I've been over-engineering optimisation.

  • Writer: Roland Thomas
    Roland Thomas
  • Apr 5, 2024
  • 2 min read

Added initial countdown when players load into the level, however the countdown is not synced. Will put the main countdown in the game State, to have that update each player's HUD, and used a centralised system moving forward, but have not implemented that yet. Setup an EQS that finds all event spawners that the player can't see. Will finish the logic in an AI BT. Created a logic countdown timer, but its not in sync, not tested. then I found a kekdot video which showed me I could get widgets to access the game state, and that the way I been updating the widgets wasn't always the best. but now I can make a match timer that will stay in sync. will do that next, setup the event spawners, then get started on the dissertation. afterwards audio and flesh out missing bits. add in one or two moves for visuals and call it a day methinks.








Match timer now consistent. Learned that I had been over-engineering how I updated the HUD, this was due to a misunderstanding of how casts work, since I wanted to keep things efficient. Casting to an object reference that is already in memory should not increase the amount of memory loaded. So casting to the player character for health, or the Game state for Time should be fine. The way I was doing it was omitting the benefits of the game state variables being replicated. Now the HUDs are bound to the game state timers, which are set by the server, and replicated, and read by the clients. I also fixed the XP bug, as sending an object reference through a server-only RPC, meant that any time the server wants to pass the reference back to the client failed. So instead, I had it update a globally available resource, like the Player state, and the HUD can read it from there. Then I designed the structure of events, which now are classed as Task, Battler & Combi events, and am in the progres of creating them, which the AI will spawn as needed. Working out how to adjust the input mapping & input actions, for minigame style inputs during an event (spam a button or hold a button while bar loads)



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