Creating a component-based game (Part IV: Blueprints)

Right now we’ve got a player character in our game who can shoot some bullets out of his weapon. Both the player and the bullets were defined in the LevelSystem, defining their components and settings hard-coded.

This is surely not what we want for a bigger game where a game designer should be able to adjust the settings without the help of a programmer and where we don’t want to recompile the game each time we change the values.

Continue reading Creating a component-based game (Part IV: Blueprints)