WARNING! THIS ARTICLE MAY INCLUDE TECHNICAL STUFF!
On dev day two I mostly struggled with the collision detection between the angry blocks and the players rigidbody block. These problems occured because I had to create new, fully code based versions of angry blocks and the players block because the current kismet based solutions did not function well with the Level Creator. I felt that a lot of time was wasted with this issue and my face looked like the angry blocks face:
But I finally got the thing sorted out and even learned some new things about the rigidbody collision system! The rigidbody collisions actually have their completely own collisions, functions and events.
I also created keyboard shortcuts for all of the currently implemented actions, except the saving and loading. Yet the biggest thing of the day was the ability to actually test the created maps! This was done by creating a new map, which loads the specified level data in the level start and gives the player the usual way of rotating the planet. In future, it would be better if there was a ”test level” button in the editor, which would fully automaticly start the curent level in the testing map.
The wonderer blocks were also added in the editor and the could be spawned, but their movement could not be set yet. That will have to be done tomorrow.
Dev Day Three tomorrow!