WAIFU STAHP: 結婚危険
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WAIFU STAHP: 結婚危険
@waifus.top
A non-violent tower defense game where you disgust and distract waifus so they don't marry your friend and possibly end your friendship.
Coming... late 2026?
https://waifus.top
This early game preview shows a bit of how the system works, and it'll be used in various ways for a good number of mechanics.

Subscribe or visit waifus.top to learn more.

#nonviolent #funnygames #comedicgame #comedy #videogame #waifu #WAIFUSTAHP #gameplay #gameshorts
WAIFU STAHP: Kekkon Kiken
waifus.top
January 11, 2026 at 8:04 PM
Looking back at the amount of time spent trying to get this to work, I should have just made a different spline movement system, like the one above (posted months after I began this).

Here's an example that finds splines, but that can get messy when I want precise.
dev.epicgames.com/community/le...
Follow a Spline and Report Distance Along It Using an Actor Component | Community tutorial
Tell any actor to animate along a spline using its default locomotion with this Actor Component.
dev.epicgames.com
December 30, 2025 at 9:11 AM
TangledUp Games has a great guide on creating a movement system where characters move along (dynamically follow) a spline but aren't directly connected to it.

www.youtube.com/watch?v=NH_M...

There's gotta be a way to attach splines created at runtime to this system, but that's for another day.
Build a Dynamic Spline Follow Logic (UE5 Tutorial)
YouTube video by TangledUp Games
www.youtube.com
December 30, 2025 at 9:00 AM
I haven't seen anybody mention any of these problems so I don't know if it's because of how the spline movement system is set up.

I think I will completely replace the spline movement system in the future but the splines are generated at runtime, so I'd have to change more systems.
December 30, 2025 at 9:00 AM
Right now, I'm unable to get Behavior Tree Tasks that I created to move the character across the map. So I'm just having this be processed by the Behavior Tree by processing and transmitting data within and by way of the Spline Component.

It works... it's not perfect... but it works.
December 30, 2025 at 9:00 AM
So I spent a bunch of time re-configuring my spline-based movement system to have the Behavior Tree operate movement by telling the AI Controller to have the Character Blueprint begin or end movement with the Spline Component being directed from within the Character BP.

#unreal #gamedev #splines
December 30, 2025 at 9:00 AM
What it looks like is the spline-based movement system possibly(?) has an error or "feature" that makes it so a character remains affixed to a spline as long as the Spline Component is "active" on the Character Blueprint.

So I tested to see if I could effectively turn it off and allow movement.
December 30, 2025 at 9:00 AM
Thanks to this very lovely person (pgii), I saw the Spline -> Off Spline -> Spline Reset movement system fully functioning.

github.com/pgii/SplineM...

This, though, uses the Character Blueprint to direct movement and not the Behavior Tree, so a system like this doesn't fit in 1:1 for my game.
GitHub - pgii/SplineMovement: Spline Movement Unreal Engine
Spline Movement Unreal Engine. Contribute to pgii/SplineMovement development by creating an account on GitHub.
github.com
December 30, 2025 at 9:00 AM
I've looked at so many tutorials and writings on moving using splines in Unreal, but everyone seems to teach the top example for when a character would move off a spline. The character is actually only moving between points on a spline and not moving /along/ the spline.

I want the bottom example.
December 30, 2025 at 9:00 AM
attempt to create a system for the camera Blueprint to change the boundaries by pulling the data from a database.

I've seen and understand how to do it so it hopefully shouldn't take too long.

#unreal #waifustahp #gamedevelopment #devlog
December 25, 2025 at 1:20 PM
camera system to fit my needs.

This caused another problem:
The level boundaries for the old camera system were built into an object on the level, so I need to tell the system to call up a database that is used to find the level's corresponding boundaries.

So that's where I am now. I'm about to...
December 25, 2025 at 1:20 PM
Because the Game State itself was a child of Game State and not Game State Base, I could migrate the Game Mode Blueprint's parent class from Game Mode Base to Game Mode and got everything to function properly!

Huzzah!

After that, I've just been modifying the hotkeys and movement options in the...
December 25, 2025 at 1:20 PM
That would've saved a whooooole bunch of time had I checked it. :\

Anyway, the system wasn't bringing up the in-level selection menu so I at first thought it was an issue with widgets, so I first went through a bunch of those settings to then happen across the issue with not loading the Game Mode.
December 25, 2025 at 1:20 PM
Because I'm still fairly new to Unreal and Blueprints, I didn't figure out that the Game Mode wasn't being called until throwing in a bunch of Print String nodes. I saw that the Game Mode Blueprint wasn't being called and finally checked out the error log, only to see it be the one error called.
December 25, 2025 at 1:20 PM
This greatly improves things and is a lot clearer on what's connecting to what and how.

I got everything moved over and replaced the calls and references with the camera system's Blueprints, but I ran into this error:
"LogGameState: Error: Mixing AGameState with AGameModeBase is not compatible."
December 25, 2025 at 1:20 PM
To make sure I didn't destroy everything, I first set this up in a copy of a backup.
It took a few hours to get everything moved over and swap out all the nodes. Unreal's reference viewer is a bit lacking and frustrating to use, so I tried out Better Reference Explorer
www.fab.com/listings/ba4...
Better Reference Explorer
Plugin Overview: https://www.youtube.com/watch?v=c_RGOJ9ACYUDocumentation: https://saladgamer.com/createch/A better tool for viewing and exploring references and dependencies between assets, as well a...
www.fab.com
December 25, 2025 at 1:20 PM
But I do have old screenshots and a quick preview from February of this year (recorded when I was still recovering from a cold).
Wishlist the game on Steam if you're interested!
store.steampowered.com/app/4030070/...
#towerdefense #steam
WAIFU STAHP: Kekkon Kiken on Steam
WAIFU STAHP: Kekkon Kiken (結婚危険) is a non-violent tower defense game where you distract and dusgust waifus so they don't meet and inevitably marry your friend. Utilize over 100 defenses to distract &a...
store.steampowered.com
December 12, 2025 at 5:50 PM
and I don't want to share out too much before it's at least looking decent. Once I get these first mechanics worked out I'll get marketing assets updated and polish the demo a bit.

I don't really have a menu system, save system, level select, HUD, or informational pages created.
December 12, 2025 at 5:50 PM
I have a Kickstarter prepared to launch so I was thinking of pushing the demo along with that.
But, I might push it out (or update the demo) for Tower Defense Fest in March.

So then I might have the fundraising campaign coincide with that event.

While the game is fully playable, it's not polished
December 12, 2025 at 5:50 PM