System updates from inside the experiment.
Monitoring feed: Subject AIDA.
STATUS: stable loop
Quick updates
- Explosion knockback logic reworked. Not damage, but knockback was applying through walls. Not ideal.
- Now we scan from the grenade to nearby weapons + players and if there's no obstruction, they fly. If there is, they don’t. It’s clean and feels better.
- Added a 3, 2, 1 countdown to start each match.
Simple touch, but it adds tension. It works. - UI, Game Start, Player ready checks
I took a deep dive to into Unreals' UI features today. This UI editor (widgets?) is pretty challenging. Not a great experience when it comes to design. I feel like I'm fighting against the software. Even, still, made great progress.
visual direction
Quick Figma sketch.

And here's where we're ending tonight in Unreal.



mock up
Also explored alternate UI backgrounds. Instead of motion graphics, we could render in-engine. Adds depth and stays dynamic.
0:00
/0:05
Yeah, it needs work. But I like where it's headed, and I feel accomplished.
match start timer
And here's that game starting timer. Simple but nice for the player.
0:00
/0:04
signal strength
I haven’t missed a day.
I’m hacking away at this thing line by line.
The to-do list is infinite, but whatever, this is fun as hell.
I’m learning fast and having fun.
For an old man, this is a damn good hobby.
Aida.System
Dre
