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Not much Gore, but Item's Galore

  • Writer: Steven Lee
    Steven Lee
  • May 17, 2021
  • 2 min read

During these first two weeks of this month, I was tasked with refactoring our item spawning and interaction systems to allow for various types such as the new Relics and Weapons. To begin refactoring these systems, first I had to move the old artifacts into the new relics, their functionality was initially suppose to go to relics anyways so the transferring of functionality wasn't too difficult.

With transferring over the general information to relics, I also made them more robust by allowing them to effect any attribute of the player and have easily changeable values. Relics are able to be spawned as ground items and will directly effect the players stats upon being interacted with.

Once Relics were complete, I moved into refactoring the ground item and item spawner class to house this new class type. ground item and item spawner aslo needed to house a weapon reference as well and be able to pull the mesh's of either object based on their type. Once I was able to get singular items to spawn of either type, I made a system for allowing a pool of items to be selected psuedo-randomly once spawnItem was called.

After randomization was in place, I made a new weapon, the fire sword alongside Justin DaSilva to display our new damage type system.


Issues I encountered throughout the week was how I was referencing objects inside the classes I was working in and transferring their data across objects. I was able to use references from previous systems to make interactions play nice so the player could access the items data. I was also having issues catching certain meshes from weapons, due to the flame sword have the same mesh, but a different texture. I was able to overcome this with breaking down this issue with my colleagues and we came up with a fix by taking steps and fixing it. Overall, communication and staying on top of getting this system integrated led to a pretty smooth week.



 
 
 

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