This version made substantial progress, but was also unfortunately not going to be a viable build going forward as there is a bug which causes crashing resulting from a fundamental problem with the design of the player character.
This version contains real endless runner mechanics, with the player advancing forward and tiles being generated ahead of them. Each tile features a random assortment of obstacles, with fewer objects placed in the middle. The obstacles generate in one of two colours, which correspond to the two weapons the player can use, with obstacles only being damaged by the opposing coloured projectile.

The build also features a functioning game loop, allowing the player to press enter to start, play the game until they die, before facing a death screen and their final score. After an animation and a brief pause the game resets, allowing the player to press enter again to take another turn. The player can also pause at any time and be presented with the pause menu. The player’s score is set based on distance travelled and multiplied by a small fraction which increases as the player destroys more obstacles.

Unfortunately, UE4 generates worlds from an origin point and is designed to despawn objects when the player moves outside of 100000 Unreal units from the origin point of the play area. This means that in practice, if the player does well in this version then after two to three minutes of successful play they will reach a value of around 100000 by my in game measurement of distance. At this point the game crashes. As my entire project is set up to move the player forward and all spawning mechanics use trigger boxes which activate when my player reaches them this problem is not easily resolvable. As such it is likely that I will be required to rebuild the project from scratch for the next version, which I will likely call 1.0.1.0 to account for this change.

