AOMC1 DevLog 241202

I’ve been working non-stop for the past few days. While I couldn’t fully address some parts that still bother me, I’m planning to wrap things up at this point and run another test with friends. This time, I might ask a friend’s son or some other friends to try it out as well. Looking back, it feels like the game has changed a lot compared to before, but I’m not sure how it will be received. Once I start working on the environment, I should finally be able to share some screenshots.

Using Unreal Navigation always makes me a bit uneasy. It works fine most of the time, but then one day, navigation suddenly stops working. The only solution I’ve found is to delete all the nav mesh boundary volumes and recreate them. The frustrating part is, just when I forget this trick, it stops working again and catches me off guard.

Once again, as I’m trying to wrap things up, I’ve encountered a bug I’ve never experienced before. A highly critical bug that’s never occurred from the prologue until now, with no clues as to its cause, has started showing up sporadically in the shipping build. I spent time yesterday reviewing what I worked on, but I couldn’t pinpoint the issue. Out of desperation, I switched the shipping build packing to a full build and rebuilt the code. For now, it doesn’t seem to occur, but it still feels shaky and uncertain. Truly, there are no exceptions.

Somehow, I managed to finish the playtest build and handed it over to a friend. Wow, as always, it was incredibly, incredibly tough. I ran into a few frustrating bugs along the way, but I didn’t panic as much as I used to. Now it’s time to start decorating. Progress is going well, even if it’s a bit behind schedule, but the country is in chaos.

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