Indie Dev – Week 9 and 10 Progress

This week I have continued to work on the capturable building mechanics including creating the UI for infestation.

I have made a capturable building manager blueprint which manages all buildings in the scene. This is responsible for handling things like zombie spawning inside buildings. Inside the manager is a custom event on a 15 second timer which loops through each building, checking the current number of zombies spawned inside. If this is lower than the maximum then it will check if the player is either currently inside or owns the building (both of these conditions will prevent zombie spawning). If neither condition is true then the building will increase its current zombie count by 10% until the maximum is reached again.

I wanted some interactable items in the building which gave separate subquests when the building was captured, such as a power switch. This would give power to the building, turning on lights and enabling the use of the building utilities ( special crafting areas such as workbench, forge and oven). Unfortunately with the limited time left until submission I have decided to leave these features for now as they would require a full crafting system to be implemented in order to work as intended and there is not enough time to reliably test this and get it working.


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