While working towards getting the player to be able to unlock achievements, I ran into several problems. Mostly it was trying to figure out how to tie them to the world and to ensure you didn't lose progresses if you wanted to pause a run. After spending some time doing a lot of research I was able to come up with a few ideas. One idea was to use save game objects which UE5 makes it pretty simple to utilize. Then I had to figure out how the player will actually progress these achievements, I have been using cheats to test progressing for now. Also an idea we had was extending the achievements in the future so I had to figure out how to make it modular enough where we can add more with little effort if desired.
After playing around with it for a while I was able to get it where you could progress an achievement, stop your run as in save and exit the game and come back and not lose that progress. Honestly it ended up being way simpler then I thought, which only made me dread the other task, if this one was so easy one of them was for sure going to drag me through the mud. But honestly... they all had pretty simple fixes, the tying progress is simple, one is for health it's just tracking health and if it's below a set amount at the end of the game you don't get that achievement. Another is use one weapon, change weapon? flip that bool to false. Now the modular part was a bit more, but I landed on using Data Tables with custom structs and honestly that's something I've done before so it came quite easy to me. So really this week was tough but in the end I came upon all my solutions pretty quickly and with little headaches.
*All images are purely concept art and do not reflect the final product, all are subject to change!
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