Finishing the wall of death and polishing the project
We are so nearly finished with BountyDash
. The only things we have yet to do are to add the soundscape, add the particle effects, make the character run, and create the illusion of a wall of death! These small feature additions will add to the overall polish of the project and add that Unreal Factor that separates Unreal projects from others. We can leave the sound and particle effects till last as they will require less work than the wall of death.
Making the wall of death
We can finally make our invisible wall of death! In a way, we have been working with it this whole time. The killPoint
variable we have been using to destroy objects and end the game has been our wall thus far. What we are going to do is utilize the same logic with the Destructible Mesh feature of UE4 and our AFloor
object. We are going to be modifying the floor so that instead of having three long floor pieces constantly moving and swapping out, we are going to have...