20/10/2024 - Roaming and Optimisation Updates
Today, I began by finalising the new roaming logic for Krigz. The updated roaming behaviour now makes Krigz patrol multiple points of interest, focusing on areas where the player has been frequently seen or spent the most time. I implemented the sequence using the Timer By Event node to add a more dynamic and unpredictable search pattern for Krigz, which enhances the player's experience during encounters.
I also worked on improving the character animations by migrating to a new character blueprint. This required reconfiguring existing setups, but I'm still experiencing issues with the character's inputs not being properly received. I plan to investigate the input mapping settings and connections to ensure all functions are correctly implemented.
Lastly, I tackled the performance issues, particularly focusing on light optimisations. The main performance bottleneck was due to movable light sources, so I researched and decided to optimise the scene by using a combination of stationary and static lighting. This adjustment should help reduce the strain on real-time rendering and improve the frame rate without sacrificing visual quality.