Hey folks, been a while since I have been able to post something up as my time on ADR as of late has been slightly hampered by real life priorities but I am finding a few hours during the week to carry on working on the game. Currently still transferring existing blueprint code into C++ for optimisation and for extending game logic that is not accessible within blueprint.
I have completely rebuilt the push-able actor in a more efficient way, created a dynamic suspension bridge using the engines physics constraint system and implemented a better character lean system through C++. Chaos Emerald materials have been polished and gleamed with custom HSL shader code and the wall jump ability was also rebuilt with less code.
Due to my time constraints I have had to push the small character demo to the end of December, this is to allow time for me to polish things up and complete some requirements.