Game Gen - Week 9
Improving Performance and Continuing to Add Functionality and Clean-Up Here's a short video of my progress this week: Here are the main things I accomplished this week: Object Pooling for Potions: Changed Potions to use Object Pooling. I have some bugs in this system still I think, but it seems to be functioning properly to avoid creating and destroying the potions when dropped, instead it creates objects as needed and keeps them in a pool to pull from, only creating new actors as the pool needs more. Added AOE and Damage Over Time Attack: This is not an implemented functionality yet for the player, however I did begin creating a parent class for an AOE attack that will cause Damage over Time to the enemies. It uses a sphere trace on a timer to replicate the tick to prevent using the tick, however it traces for a certain amount of time, if an enemy is hit, it will trigger Damage over Time in a function within the enemy blueprint. Improved Main Menu: I improved the look of the