While Blueprints are a very powerful tool for prototyping, and they certainly have a place in development, one of my biggest regrets from Rollossus was not commiting to utilizing C++ sooner.


Since launch, I have worked on getting some of the core systems I worked on converted from Blueprints to C++ in a separate project. Since many things in our game were very interconnected, not everything is able to be translated, so I've been focusing on the things I created, such as player movement and enemy behavior.


Currently base player movement is complete, there are no player abilities implemented, and I only plan on implementing one of the abilities (a time slow/velocity redirect ability I created).


The basic enemy has been converted, and tracks the player. I am currently working on the leech enemy as well as doing a refactoring of code to be more flexible with a finite state machine.