Serial Link Commit 1 – 4: 11TH March 2019

Really? I just cleaned this place up!

I wanted to start posting more frequently about the development work that is going into Serial Link as that is where I am putting the lessons I am learning into practice. The first of course if that of version control. I have talked already about the project copying that I thought was version control and I suppose to a certain extent it is, but its cumbersome and stinks of amateur hour (as do a lot of the things I do at the moment, but thats why Im here).

So the first thing was setting up the repository which was straight forward enough. Then it was the LFS part which I found just a little trickier as it could not be set up in the GUI Git Desktop and had to be done via the Git Bash tool. If I am wrong about that and have missed something, please do let me know. I then, nervously, made the first commit. This. Took. So. Long. I started to get a little worried that all was not well in the land of Serial Link and its visit to version control but after what seemed like an age, the commit was done. I pushed it to the repo on Git and bam, first commit to a remote server. Didn’t I feel proud.

The other reason that I would like to keep the journal up to date with Serial Link is that during one of the webinar’s the conversation turned to the question ‘when should one commit ones work’. So, I thought that posting how I do things here might open that discussion up for me/us/them whoever, and allow me to explore some of the other options regarding when to commit. I have started this process at commit 4 because it did not occur to me to take proper notes until then. I am very pleased that I am taking better notes though as it is making it easier to see just how much is going into making this game!

Commit

Commit notes…

  • Updated the weapon base blueprint so that it can choose whether to show a E: pick up ammo UI element or a red OUT OF AMMO element instead. I solved the problem of hitting the player and the players weapons by creating an array of ignorable actors.
  • I set up an event dispatcher in the weapons component that is triggered every time the weapons array is updated. This keeps that array of actors to ignore up to date for the player without having to recreate the array at each tick.

This commit was focused on the UI I have been implementing so that the player can actually interact with the game space in a more predictable way. The issue I was solving was that the line trace that is looking for things in the world that it can interact with was hitting the weapon instead. This was before I know how to implement custom channels for trace responses so that may have been a better way to do it.

Line tracing out to find things to interact with
After collecting the ammo.

Thats is for that commit. 😉

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