2026-01-19

Development Week 5

This week I added the first version of player respawning. Safe Points are now in the prototype map, and when the player reaches one, it becomes their new respawn location. That gives the level a clearer sense of progress and sets up the checkpoint-style flow I’ll need as the game gets more dangerous.

Enemies also got contact damage, so they can hurt the player by getting too close. Combined with the existing fire and projectile systems, this starts to make positioning matter more: enemies are not just things to shoot at, they are hazards you have to keep away from while the arena gets messier.

I also added the first mission computer assets and UI cancel input, then spent time getting the project back into shape after the Unreal 5.7 update and character blueprint changes. Player input, camera, collision, weapon firing, enemy damage, and Spine animation setup are all moving into a cleaner state, which gives MoonBurn a better base for building the next round of combat and mission features.


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