Devlogs
I'm almost done with the update, BUT...
Hey folks! Time for a quick progress update on the game. Things are moving forward, though not without a few "buts" along the way.
Here’s the lowdown:
- More Updates Than Expected
Turns out this "multi-update" is growing bigger than I’d planned. What started as a tweak snowballed into a full-on overhaul—classic gamedev, right? - Level Loading: Fixed! (Mostly)
As teased last time, I rewrote how levels load. Good news: it works! Instead of heavy standalone levels, everything’s now split into lightweight sub-levels (Unreal’s streaming levels). Smoother transitions, less lag—win! - The Save System Tango
Of course, changing level loading meant reworking saves too. The game now has to track every active sub-level when you hit "save." Took some head-scratching, but it’s stable now. - NavMesh Nightmares… Solved!
Ran into cursed NavMesh bugs where NPCs forgot how to pathfind. Solution? A trusty 3 a.m. YouTube tutorial. Never underestimate the power of a 10-minute video saving your sanity. - Ambient Sound
Added that missing ambient audio layer (wind/birds whispers). It’s crazy how much moodier everything feels now. - Menu + First Level = One Shared World
Big structural shift: The menu and first level now share the same environment. No more loading a duplicate world! But—oddly, the game’s final build size increased despite lighter individual levels. Still investigating why. 🤔 - The "Is This Thing Loaded?" Checker
Since Unreal loads assets async, I built a helper class to verify everything in a sub-level (scripts, NPCs, etc.) is truly ready before gameplay starts. No more half-baked levels! - GitLab? More Like Git-Lost
Somehow, the project detached from GitLab. I’ve ignored it to focus on updates (priorities…), but I’ll reconnect it soon for proper version control.