7 hours, error round up.
Projectiles no longer throw a constant string of errors. Player's homing projectiles will select a new target if the current target no longer has any health because enemies without health lose their homing target tag. Idling homing projectiles receive random direction velocities when they would otherwise have reached their goal. The player will perish if they jump off the stage. Misc error clearing. The error log is finally useful again.
This ends part one of this project. Part two of this project will be more design focused. I will be attempting to take the components I have made in this section and pace them out into an entertaining and challenging Devil Daggers like experience.
In the last 42 days I have completed 30 work days with a total time commitment of 217 hours (an average work day spanning 7.2 hours). In this time I have learned how to work within the Unreal Engine tool set and with the Unreal visual scripting system to create a player character, 5 enemy types and 2 types of enemy spawners. I have created simple but consistently functional ai for these enemy types. I understand how to create and manipulate blueprints, particles and materials within the Unreal Engine. Typically there would be a link associated with the download for this project somewhere in here, however this project is not finished.
I will be taking some days off before I return to this project. Catch you in like a week? I'm not sure, more details when I'm in a better mood from these days off. E3!!