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Events Log
This Event Log is updated weekly and is designed to only provide a high-level round-up of the weekly updates and builds, and is not meant to be an exhaustive list of all works completed.

WEEK 38: 22-09-19

DESIGN

  • Updated all skill descriptions to better match their live counterparts.
  • Gameplay testing sessions.

ART

3D:
  • Modeled and detailed 13 ground assets for the arena.
  • Fixed UVs of Chest_Fractured assets.
  • Finished SM_Arch mesh and textures fixes.
  • Finished Droids (Blue, Orange, Purple and Green) assets and textures.
UI:
  • Adjusted all item renders of Assemble menu.
  • Adjusted background image and item holder for UI.
  • Finished Zero head icon.
  • Adjusted Launcher play, download and delete buttons.
  • Finished 3v3 and 2v2 play mode cards.
Technical Art:
  • Reworked vulnerable animated vfx.
  • Adjusted light color from IntelliDOme
  • Reimported crown skeletal meshes due to issues in smoothing groups. Replaced them on the data table.
  • Created merge references and adjusted center assets.
  • Added extra mesh to IntelliDome, reimported skeletal mesh, polished materials too.
  • Adjusted the main menu’s camera due to cropping issues.
  • Activated show on hit particles from Pistols, Plasma Cannons and Gamepad abilities.
  • Reimported fractured chest due to missing parts, replaced it on the data table.

PROGRAMMING

Gameplay:
  • Added damage when glass lance explodes.
  • Adjust spawn laser of golden whip claw.
  • Added variable to create or not respawn menu.
  • Made little change to thrusters to spawn projectiles.
  • If the icon of status effect is still active when end status effect, force hide status effect.
  • Adjust calls of the respawn menu function.
  • Adjust time of status effects of glass lance.
  • Destroy party hard shield particles.
  • Remove fog of war.
  • Added powerfull to zero face.
  • Destroy seek shelter particles and fix duration of haste.
  • Fixed third decal not being displayed and the end point of projectiles for beat drop ability.
  • Fixes on snowball ability.
  • Placed dummies together.
  • Fixed ki blast stun effect.
  • Fixed muted effect getting stacked.
  • Fixed haste effect getting stacked.
  • Fixed thrusters doing double damage and now they no longer cross walls.
  • Reduced boxing gloves and zero hands box.
  • Fixed pickaxe third hit range.
  • Fixed hands abilities having energy gain effect without hitting target.
  • Removed dragon breath collision at spawning.
  • Changed snowball ability.
  • Added effect to silver claws ability.
  • Fixes to snowball ability, now collision is the same size as projectile and increases damage with time.
  • Change play screen to duels.
  • Change icons of renders in assemble.
  • Eliminate white scare of right and left click in hud.
  • Fixed search bar in leets page.
  • Reimport select button asset.
  • increase leet window in UI.
  • Show the equipped part name.
  • Highlight selected button.
  • Change tab hover.
  • Reimport button assets.
  • Eliminated unbreakable text.
  • Changed splinter barrage icon.
  • Removed prints from Main Menu
  • Changed Berserk leap outer and inner decals
  • Hid old abilities, and buff and debuff debug abilities
  • Reordered Debug Menu tabs
  • Added randomization feature for starting abilities
  • Changed default abilities
  • Hid main menu leet collision indicator
  • Added support for hiding mesh types in LeetPartDT
  • Hid Antennas for Intelli-Dome.
  • Changed BeatDrop decals to green and red.
  • Made thrusters apply slow and removed knockback, saved original config in new ability.
  • Changed Head line decals to match Midas Punch.
Backend:
  • Game maintenance to main game server.
  • Some fixes on launcher’s UI.

WEEK 37: 22-09-12

DESIGN

  • Gameplay testing sessions for tuning chest skills.
  • Status effects discussion for documentation: how particles interact with each other, how do they stack, how does the message should display.

ART

3D:
  • Worked on the droids (Bakes and textures).
  • Created vegetation cards for green droid.
  • Polishing maps (WIP).
  • Started working on a platform 3D model for the battle arena.
UI:
  • Worked on 2v2 card.
  • Worked on 3v3 card.
  • Finished mouse and clicks icons.
  • Finished beserk leap decal.
  • Provided feedback to the programming team in order to iterate on the in-game UI.
Technical Art:
  • Worked on Frozen Screen vfx. Replaces montage on the game ability.
  • Removed “receives decals” from center junk piles.
  • Updated entrance blockade collisions by importing a new UCX.
  • Worked on various resistant status vfx.
  • Imported turnhit animations by intro/loop/outro and made respective montages.
  • Polished Reboot and Plasma Discharge vfx. Modifies spawn points.
  • Created ArrowElectricity_Hit alternative particle.
  • Adjusted status effects colors (first feedback).
  • Modified face skills activation animations.
  • Reduced Silver Claws particle hit scale.
  • Reworked Silver Claws projectile particle.
  • Changed Resistant status particle to emissive one.

PROGRAMMING

Gameplay:
  • Added relative location to parabola projectile.
  • Added relative location to reboot projectile.
  • Added end ability to berserk leap.
  • End stun montage on remove cue.
  • Adjusted particle location for plasma ray gun.
  • Adjusted boosted thrust decal.
  • Moved dummy and fixed its materials.
  • Round to Zero damage counters.
  • Created "Get BLGameInstance" Blueprint Pure function in UBFL Leet Utilities.
  • Fixed Pong Thrust not applying stun effect properly.
  • Snowball ability now drags character and explosion makes damage.
  • Fixed knockback for KiBlast and Thrusters.
  • Added gameplay cues to all status effects.
  • Changed radar navigation montage.
  • Implemented feedback of Splinter Barrage ability.
  • Implemented feedback of Rocket Landing ability.
  • Implemented feedback of Ambush ability.
  • Added VFX debug abilities:
    • All buffs to self
    • All debuffs to self
    • All debuffs to others
  • Implemented a utility to get server IP.
  • Battle result UI.
  • Round result UI.
  • Eliminated unbreakable text.
  • Change face and chest icons.
  • Change hover of assemble button.
  • Selected button highlighted.
  • Increased damage reduction for Resistant status effect.
  • Adjusted collision indicator to improve appearance.
  • Removed status effect on player death.
  • Increased timer cooldown precision.
  • Added Berserk Leap decal.
  • Hid some unused abilities from Debug.
  • Added UI support for ability recasting.
  • Changed High Roller UI to show recasting time.
Backend:
  • Matchmaking implementation on client side.
  • Added UI improvements and some functionality to the launcher.
  • Moved multiplayer server to other server to make it more efficient.

WEEK 36: 22-09-05

DESIGN

  • Gameplay testing sessions for tuning, in overall, all of the skills.

ART

Tasks worked during this week:
3D:
  • Worked on the geo optimization for the droids (blue, green, orange and purple), high poly, Uv’s and bakes.
  • Started work on the textures.
Technical Art:
  • Polished wall collisions.
  • Fixed missing boosted signal skeletal mesh (mesh wasn’t assigned on data table).
  • Fixed Handheld Console and Gamepad run animations. Used 2 hands animations.
  • Created a new animation montage for ZeroHands second hit.
  • Worked on abilities vfx:
    • SilverClaws/MetalHawk.
    • SilverMist/SilverClaws.
    • ShutDown/DeathCross.
    • Reboot/Red Ring of Death.
    • BadReception/SignalBars.
    • FrozenScreen/LoadingScreen.
  • Worked on status effects:
    • Slow.
    • Haste.
    • Powerful.
    • Vulnerable.
    • Intangible.
    • Overclocked.
    • Muted.
    • Mighty.
    • Resistant.

PROGRAMMING

Gameplay:
  • Highroller first cooldown now has the same value as the second cooldown.
  • Remove texture changes for status effects.
  • Now the stun effect cancels abilities.
  • Fixed zero hands double damage on second hit.
  • Fixed thrusters range.
  • Plasma ray gun projectiles now hitting at the same time.
  • Created a second dummy for testing purposes (i.e. area of effect skills).
  • Fixed crash due to dummy.
  • Changed dummy health regeneration.
  • Fog of war second iteration.
  • Fixed a bug with the plasma ray gun projectiles not colliding with targets properly.
  • Fixed a bug that allowed the plasma ray gun to collide with invisible walls.
  • Increased the range of glass lance skill.
  • Adjusted the laser particles of the inevitability gloves to match its distance.
  • Added rotation and movement penalty to golden whip claw ability, and increased movement speed while casting the inevitability glove.
  • Reduced life time of projectiles, fixing a bug where ranged weapons (hands) were colliding after the particle disappeared.
  • Added an implementation to interrupt hand skills with all of the other skills.
  • Updated radar navigation animation.
  • Updated Rocket Landing:
    • Position is locked once the player targets an area.
    • Minor visual tweaks.
    • Changed the form in which collision works.
  • Updated Splinter Barrage:
    • Minor visual tweaks.
  • Added casting montages to numerous face abilities.
  • Attempted to fix a bug on Beat Drop projectile.
  • Finished implementing status effects on floating status bar.
  • Tested abilities to make sure they work correctly with floating status bar.
  • Raised leet indicator to elevate over ground meshes.
  • Added the results assets.
  • Change chest and face icons.
  • Created results UI.

WEEK 35: 22-08-31

DESIGN

  • Gameplay testing sessions to tune chest skills.

ART

3D:
  • Worked on the Battle Leet model:
    • Game optimization (topology).
    • UV unwrapped.
    • Baked
    • Texturing in WIP.
UI:
  • Worked on the first iteration for UI cards, which are to be used inside the main menu UI.
  • Created the duel card (design, render).
Technical Art:
  • Imported new animations and created respective moontages.
  • Adjusted zero hands VFX.
  • Adjusted PlasmaRayGun particle spawn.
  • Adjusted sequences camera angle in order to render the sky/clouds.
  • Enabled min/max exposure parameters for post process volume.
  • Fixed collision issues: changed walls collision preset to block all and enabled generate overlap events.

PROGRAMMING

Gameplay:
  • Fixed immunity receiving damage.
  • Remove unbreakable status buff.
  • Reduced boosted thrust distance and added decal.
  • Snowball ability now makes the target disappear.
  • Hand abilities can now be canceled.
  • Added energy gain to handheld console.
  • Fixed zero hands not having collision.
  • Removed mouse hover from the game HUD since this is interfering with the execution of the mouse skills (hands and dashes).
  • Added collision to boundary walls (this fixes bugs like blind navigation, where the collision with the wall wasn’t ending the skill).
  • Added command to hide all hud (“HideHUDMenu true”) and to undo this (“HideHUDMenu false”).
  • Implemented fog of war first iteration: hides other players when there are obstacles blocking the player visibility.
  • Removed the collision of the dead battle leets.
  • Changed the casting of the lightweight leap skill from OnHold to Instant.

WEEK 34: 2022-08-22

Design

  • Gameplay testing for skill tuning.
  • Gameplay testing for bugs and QA.

Art

3D
  • Finished Center Wall textures.
  • Created Center Wall Junk Pile (metal scraps and leets’ pieces).
  • Imported Center Wall Junk Pile and assigned correspondent material instances.
  • Started working on the refurbished Leet.
UI
  • Finished Sign in mockup.
  • Finished Launcher mockup.
Technical Art
  • Imported turnhit attacks:
    • 90 & 90_M
    • 180 & 180_M
    • 360 (one hand and two)
  • Created respective animation montages.
  • Imported center wall asset, textures.
  • Created center wall custom collision.
  • Created center wall material instance and height map for vertex paint.

Programming

Gameplay
  • Applied gameplay tag to obtain energy when striking an enemy.
  • Removed gameplay cues when the skills end.
  • Increased the damage area and speed of second hit of the ki blast skill.
  • Implemented the golden whip claw skill.
  • Remove collision of the dead players.
  • Reworked the inevitability glove skill.
  • Implemented glass lance skill.
  • Implemented Ambush skill.
  • Worked on Splinter Barrage skill feedback.
  • Worked on Rocket Landing skill feedback.
  • Added damage reduction to Resistant effect.
  • Fixed debuff blocking in Resistant effect.
  • Removed Generic Gameplay Abilities.
  • Fixed Mental Blast movement penalty bug.
  • Initial implementation of status effects on floating health bar.
Ui
  • Parts tooltip for assemble menu.
  • Equipped abilities tooltip in menu.
  • Round results UI.
  • Enable all abilities in debug menu.

WEEK 33: 2022-08-15

Design

  • Latest additions to the chest rework.
  • Indicator for status effects.
  • Gameplay testing for skill tuning.

Art

3D
  • Tubes and panels trim texture - updated.
  • Created the low and high meshes of the Center Wall asset.
  • Center Wall textures in progress.
UI
  • Finished chest icons.
  • Polished status effects icons.
Technical Art
  • Edited shuriken rotation on the game ability.
  • Imported buff, throw, explode, take off and turn hit animations.
  • Created missing animation montages.
  • Changed Oversized Shuriken animation to throw 01.
  • Worked on montages and vfx from:
    • BeatDrop/Headset
    • CurveBall/BaseballCap
    • Oversized Shuriken/Hachimaki
    • MidasPunch/GoldCrown
    • RedLighting/MaulHorns
    • SpartanLaser/HaloMet
  • Reimported tubes and textures.
  • Created antenna color variants:
    • Bent.
    • DiamondTipped.
    • Snapped.
    • BoostedSignal.
  • Created particle for PlasmaRayGun projectile.
  • Reimported cast eyes animation intro.
  • Created sequences for the stadium.

Programming

Gameplay
  • Implemented Rocket Landing ability.
  • Fixed a bug which allowed lightweight leap to go outside of the map.
  • Implemented Splinter Barrage ability.
  • Added new animation montages:
    • Death montage.
    • Stun montage.
  • Fixed a bug which printed every damage value.
  • Changed damage multiplier tag.
  • Exchanged all ‘Has Authority’ false nodes for ‘Is Locally Controlled’ true nodes.
  • Linked some missing skill icons.
  • Fixed Reboot Decal and removed damage.
  • Added drag rotation for leets in Assemble, Emoticons and Leets menus.
  • Fixed a bug that was blocking the execution of some skills and multi stacking damage.
  • Adjusted the animation of damage counters, alongside its size and position.
  • Added an extra skeletal mesh to the outline material.
  • Fixed a bug that prevented the skeletal mesh from disappearing sometimes.
  • Changed the boomerang skill behavior to throw a projectile instead of a boomerang.
  • Fixed the thrusters from doing damage when the particle was already destroyed.
  • Added more locations in the Game HUD for damage counters.
  • Reduced the effect time from the overclock skill, added tag and removed a bug that cause it to stack.
  • Reduced the animation speed of the second hit of the nunchucks skill.
  • Adjusted the rotation of the pistols skill projectiles.
  • Reduced the range distance to the plasma ray gun projectiles.
  • Added ki blast skill.
  • Reduced the gamepad projectile distance, and adjusted its spawn position.
  • Unchecked receive decals option to the new skeletal meshes.
  • Fixed a bug that caused the thrusters to deal double damage.
  • Created static storm ability.
  • Rework of the energy system: it now provides energy points and blocks. Values still need to be adjusted but some skills will cost blocks and some other will provide with points.
Ui
  • Added button tooltip to assemble button.
  • Show equipped pieces.
  • Added tooltip to shown pieces.
  • Assemble menu show your leet.
  • Imported lights to Menu level.
  • Fixed effects tooltip and bar.
  • Added pagination to assemble menu.
  • Swapped handheld and gamepad.
  • Linked some missing skill icons.
  • Implemented Muted Feedback for correct debuff icons and tooltips.
Backend
  • Finished creation of matches by region.

WEEK 32: 2022-08-08

Design

  • Playtesting.
  • Reworked Chest skills.
  • Feedback on damage counters positioning and text for status effects.

Art

3D
  • Finished wall asset (textures).
  • Finished Entrance Blockade asset.
  • Finished Tubes high-poly - fixing normals.
UI
  • Finished Face skills icons.
  • Worked on Chest skills icons.
Technical Art
  • Created Head Animation Montages.
  • Worked on MentalBlast/IntelliDome’s vfx and replaced it on the GA.
  • Added charge montage to MentalBlast/IntelliDome’s GA.
  • Worked on DragonBreath/ObsidianCrown’s vfx and replaced it on the GA.
  • Added charge montage to DragonBreath/ObsidianCrown’s GA.
  • Worked on SuckerPunch/Headguard’s vfx and replaced it on the GA.
  • Worked on ZeroHead’s vfx and replaced it on the GA.
  • Imported stunned, block and charge animations, created respective montages.
  • Fixed katanas first attack (vfx).
  • Created Variants sequences for render.
  • Imported hands skeletal meshes (left and right).
  • Added pose to variant render sequences.
  • Set particles to one loop duration (not infinite).
  • Added antenna NA sequence for render.
  • Deleted unused textures, folders and material instances.
  • Imported entrance blockade, created material instance and heightmap for vertex paint.
  • Worked on OversizedShuriken/Hachimaki’s montage/ability, added vfx.

Programming

Gameplay
  • Created an outline for the player and the enemy, with different colors.
  • Second iteration of the animations of nunchucks ability.
  • Changes to the thrusters: decal now follows the player and is properly doing damage in the selected area.
  • Changed the thruster damage.
  • Plasma ray gun now shoots 3 projectiles instead of lines.
  • Plasma ray gun is kept active if the player holds the input.
  • Adjusted decal, speed and damage area of the handheld console skill.
  • Reworked the gamepad skill to use a gamepad like a projectile.
  • Adjusted animations and damage the the gamepad skill.
  • Created the parameter to set the attack speed to all hands abilities.
  • Created the overclock skill: increases the speed of the hands skills.
  • Added piercing to harvest laser.
  • Implemented bad reception ability.
  • Implemented niagara option for projectile explosion.
  • Implemented frozen screen ability, modified tags for bad reception.
  • Implemented shutdown ability, added cast tag to frozen screen.
  • Added particle option on base projectile and relative location.
  • Added editable rotation and scale to OnHit particle.
  • Implemented resistant effect for party rock ability.
  • Implemented chosen one (All hands abilities apply slow effect).
  • Implemented feedback for Snapjaw ability.
  • Implemented feedback for Splinter Storm ability.
  • Reworked lightning leap ability.
  • Implemented Bouncing Thrust feedback.
  • Fixed a bug in which both hands were not shown.
  • Modified duration of seeing red ability.
  • Adjusted animation play rate of bouncing thrust.
  • Replaced animation montages for antenna abilities.
  • Fixed a bug where simultaneous sphere collision did not apply ability stage effects.
  • Changed the form in which the Haste effect is set.
  • Implemented Reboot Ability.
  • Created Muted Gameplay Effect and Cue.
  • Implemented Like the Simulations Ability.
Ui
  • Added Emotes menu and More menu.
  • Fixed a bug with Handheld console and gamepad icons being used as the opposite.
  • Fixed a bug where antenna’s icons where being displayed incorrectly.
  • Added faces icons.
  • Implemented Leet feature: player is able to select parts and customize its Leet.
  • Filled the LeetDataPart table for Leet feature.
Backend
  • Added elo for new players and reduce or increase depending on win or lose a match.
  • Added search for leaderboard based on current elo to show top players.
  • Documentation for elo and leaderboard.

WEEK 31: 2022-08-01

Design

  • Feedback compilation for gameplay.
  • UX for new modes.
  • Started polish for chest skills.
  • Started work on completing the account progression system.

Art

3D
  • Re-textured Entrance02 adding emissive lights and extra panels.
  • Created Wall Pillar asset w/textures.
  • Created Wall asset w/textures.
  • Started working on Entrance Blockade (Low-poly to High-Poly).
UI
  • Finished Icons for Head skills.
  • Worked on icons for Face skills.
  • Provided feedback for the UI to the programming team.
Technical Art
  • Imported new assets/textures and created respective material instances.
  • Added rock piles (environment).
  • Imported VRHeadset and Shades skeletal meshes.
  • Created assets height maps and changed master material to vertex paint.
  • Painted assets (arches, chairs, stands, walls, panels and tubes) with vertex paint.
  • Imported mixamo skeleton for cheering animations.
  • Created different LODs for cheering leets.
  • Imported/Reimported leet animations.
  • Created missing animation montages.

Programming

Gameplay
  • Solved feedback from head abilities.
  • Implemented red lighting ability.
  • Implemented silver claws ability.
  • Changed taxman particles to be the same color, circular explosion.
  • Removed showcase filter for see all abilities in debug menu.
  • Added sphere particle to static discharge, increased energy cost, bigger particle and visual that ability is active.
  • Fixed projectile not landing on target when getting out of range.
  • Polished harvest laser.
  • Changes in harvest laser: faster lightning beam, less curved.
  • Changed blind navigation commit form.
  • Added a notify to High Jump animation:
    • Placed it in berserk leap ability.
  • Implemented feedback for Snapjaw ability.
  • Implemented feedback for Zealous Lightning ability (previously Zealous Leap).
  • Implemented feedback for Bouncing Thrust ability.
  • Tweaked Radar Navigation ability and placed placeholder animations.
  • Implemented feedback for Splinter Storm ability.
  • Reworked forward thrust ability.
  • Added the new animation for handheld console.
  • Added a blend space to all of the idle hands animations.
  • Added the animations and the weapon mesh to pickaxe ability.
  • Added the animations and the weapon mesh to sabers ability.
  • Added the animations and the weapon mesh to plasma cannons ability.
  • Added the cone decal to thrusters ability.
  • Added the animations and the weapon mesh to nunchucks ability.
  • Adjust a weapon blend space with run animations.
  • Added an outline to the Battle Lleet to distinguish it when its behind an object.
Backend
  • Documentation for lobby.
  • Finishing lobby functionality.
  • Working on start multiplayer by regions.
  • General fixes on some bugs found with features related with regions.

WEEK 30: 2022-07-29

Design

  • Playtesting for game balance.
  • Reworked skills:
    • 360 no scope.
    • Zero face.
    • Zero head.
    • Zero chest.
    • Zero antenna.
    • Diamonds are forever.
  • Requested changes on the colors of the particles of the showcase skills to differentiate them better.
  • Documented an alternative to face skills, consisting on buffs & debuffs for the player (unique identity).

Art

3D
  • Finished Stand Divisions.
  • Finished Entrance 1 textures.
  • Reworked stands textures to fix normal map issues.
  • Entrance 2 textures –WIP.
  • Finished Enviroment Ramp.
UI
  • Finished icons for Antennas’ skills.
  • Worked on icons for Head skills
  • Worked on mockup of small pop up window.
  • Small changes on mockups of Defeat, Victory, Round Lost and Round Won screens.
Technical Art
  • Imported animations:
    • Cast
    • Dash
  • Removed projectiles from Animation Montages.
  • Fractionated animations by number of hits.
  • Created Montages:
    • Jump
    • Dash
    • Casts
  • Created vfx projectiles (stills).
  • Created color variants of vfxs.
  • Removed roof from entrances due to decals/visibility issue.
  • Imported sound effects and created respective cues.
  • Added sfx to katanas, pistols and boxing gloves abilities.
  • Reimported dash and locomotion animations.
  • Changed character material instances to Leet (yellow).
  • Imported environment assets.
  • Created material instances for environment assets.
  • Reimported static meshes and textures.
  • Added chairs and tubes to the scene.

Programming

Gameplay
  • Made an adjustment to the particle timing of the baseball bat.
  • Added a casting montage to zero face.
  • Changed the color of the casting particle and increased effect area of the zero face.
  • Increased the angle of the damage cones of the diamonds are forever skill, and changed its animation.
  • Changed the color of the diamonds are forever particles.
  • Created Zero head ability.
  • Changed the color of the zero head projectile.
  • Changed the cooldowns and damage for skills.
  • Fixed boxing gloves and zero hands skills.