Process
Planning
This is a project that demonstrates how you must consider every detail. These small details and seldom interactions are what had me and the lead enganging in long discussions of what-ifs? The teleport can work, but there must be parameters and edge cases defined in the code. When building a mechanic like this you have to consider how it can be used but also abused. Ignoring these what-ifs can lead to bugs or glitches and when a player experiences either, immersion is damaged.
Iteration
Building a 2D game in Unreal Engine 5 is tricky. Most of my 2D experience came from Unity so working in that dimension in Unreal was a learning experience. We started with building the mechanics in a standard 3D environment then adapt it into the 2D setting. We took a few approaches to the abilities like teleporting. We ended up going with the one that could solve multiple problems at once which wasn't the first solution. Instead of editing the player's position we simply push the player in the direction they were moving and included some trickery like hiding the mesh. This solved multiple problems at once like the player no longer getting stuck inside world objects.
Outcome
Game is still in active development

