<_Overview>
<_Challenge>
...Challenges Encountered During Development
Grid Build System
I used a dynamically initialized array to create a virtual grid, which is generated at the start of the game. All buildings snap to the nearest grid cell when placed, ensuring precise positioning. Each grid cell also tracks multiple boolean values to represent different states, such as whether it is occupied or buildable. One of the biggest challenges in developing this grid system was fixing bugs, such as issues with the snapping mechanism or inconsistencies in updating grid states.
Fog of War
I implemented a fog of war system in both the minimap and the game environment to enhance the visual experience and strategic depth. This system, achieved through post-processing techniques, is divided into three layers: the path layer, which shows the player's movement trail; the dynamic layer, which updates visible areas in real-time, such as enemies and units; and the static layer, which covers unexplored regions. This exercise deepened my understanding of Unreal Engine materials and the various rendering pipelines.