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Traffic Cop Programming Choices

Writer's picture: Erik MarshallErik Marshall

I am the programming lead for Traffic Cop 2.0, and during the evolution of the development I have had to make a number of significant choices when it came to implementing the mechanics of the game.


One of the most important choice that I had to make was when I was going to implement the path following AI, that would I go ahead and make it completely in C++ in a fashion that I was comfortable with, or would I use the high level API of Unreal Engine to develop a method that wouldn't impede later developers on the project.


Eventually I decided on the later method, using the high level API with the Unreal API would allow more developers access to change the game build and alter the project without having to be highly skilled in C++ and Data Structures. The main reason was accessibility, going with building everything in solid code files would prohibit ease of access for people not well versed in the like, where as the pre-existing structures inside of Unreal would allow more programming developers access to the structure of the game.


The choice ends up being one to make the project more accessible rather than easier to develop myself, and in the long run for later support or development of the game.

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