DevLog W2 - Pradyumna TS




I spent this week developing a custom cinematic camera blueprint that follows the lure from the moment it's been cast to the moment you catch a cat and reel it back up. The logic builds upon the existing fishing mechanic displayed in week 1 where players can press E to cast lure, and R to reel it back up. The Blueprint I worked on is simple and references the pre-existing lure BP as its reference and has a camera tracking it wherever it goes from a fixed distance. While the blueprint itself was compiled successfully with no errors, the logic seems to have interfered with the already implemented fishing logic from the earlier week. I am making changes to the fishing BP to try and get it to work, and if it doesn't work, we already discussed a backup plan, which involves us doing a much simpler static camera that captures the whole scene and the player simply presses E to cast their lure into the water, and then uses the W A S D keys to move their lure to try and bait cats which was already working.
I have shared both the BP i worked on, and what it looks like in the viewport, along with the errors I was facing. There is also a simple concept art of the "simpler" static camera to demonstrate what it will look like in case the cinematic camera BP errors do not get resolved. We are well aware of the time we have left and will not waste any further time on it if it doesn't get fixed in a day or two!
Cat Fishing
Drop the toy, hook a paw, and reel in the chaos!
More posts
- Jose DevLog #1: UI and Style9 days ago
- dev vlog post 1 cat fishing game - Soham Kumai9 days ago
- CatFishing - Controller Updates9 days ago
- DevLog #0: The Crew16 days ago
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