Events Log

Since the 18th of November we have changed the way the Events Log works, you will notice that we now itemize changes on a "per-build" basis. As a result, it may not be updated every week.

20/12/2022 (979)

GAMEPLAY & IMPROVEMENTS

  • Changed the behavior of Lightning Leap: players are now able to move into the direction they desire, and they get an unique haste bonus that allows them to move very quickly

  • Changed the timings of the decals of Berserk Leap

  • Changed the timings of the decals of Snapjaw

  • New particles have been added to the following antenna’s skills:

    • Snapjaw

    • Lightning leap

    • Berserk leap

    • Forward thrust

    • High roller

    • Blind navigation

    • Pong thrust

  • The tutorial is now available to play

  • Added music to the tutorial and practice room

USER INTERFACE

  • The username is now properly displayed in the main menu UI

  • Enabled the leaderboards sub menu. Players are now able to see a weekly leaderboard that contains the top 10 players and their last used hands attribute

  • Changed the user interface of the practice room

  • Added images to the more sub menu

  • Added a pause menu in game, allowing players to enter the settings sub menu

  • Adjustments to the emote system:

    • Increased the duration of the emote

    • Prevented spawning of double emotes

    • Prevented display of blank emotes

    • Emote Wheel spawns from mouse position

  • Changed the buttons from the Login Screen

  • Updated the renders from the 2v2 and 3v3 pictures

BUGS

  • Fixed an issue that caused the snowball to not deal any damage

  • Fixed an issue that allowed the players to click on the news button

  • Fixed an issue that caused players to see the Battle Leet in other main menu tabs that weren’t the collection tab

  • Fixed an issue that caused the force field to spawn in the Tutorial and Practice room

  • Fixed an issue that caused a crash when playing in the practice room

  • Fixed an issue that was causing the Battle Leet to keep rotating when the in game settings menu was opened

14/12/2022

GAMEPLAY & IMPROVEMENTS

  • Beat drop now has a quicker casting animation

  • Splinter barrage damage has been reduced

  • Static storm damage has been reduced

  • New particles have been added to the following antenna’s skills:

    • Zero antenna

    • Radar navigation

    • Lightweight leap

    • Berserk leap

    • Bouncing thrust

    • Boosted thrust

    • Forward thrust

    • High roller

    • Blind navigation

  • Made additional adjustments to improve the accuracy of the handheld console attack

  • Added the chest energy skill points

  • Improved the boosted signal asset in the collection menu

  • Added music for 1v1 matches

  • Health pickups now reset at the end of each round

USER INTERFACE

  • Enabled the emotes sub menu. Players are now able to equip up to four emotes and show them in battle!

  • The health and energy cheats from the practice room now provides a full bar

  • Added a rarity outline in the collection menu. Players are now able to see the rarities of each attribute

  • The username is now properly displayed in the main menu UI

  • Enabled the leaderboards sub menu. Players are now able to see a weekly leaderboard that contains the top 10 players and their last used hands attribute (NOT YET IN PATCH)

  • Added playground and tutorial renders

  • Added a button to reset the controls to default in the control settings menu

BUGS

  • Fixed an issue that was causing some projectiles to deal double damage if too close (applies to ranged weapons)

  • Fixed an issue that was causing the golden sanctuary particles to display incorrectly

  • Fixed an issue that caused players to be able to stack the particles of the health pickups (especially in the practice room)

  • Fixed an animation that was causing the battle leet to hold the weapon incorrectly when using the mental blast skill

  • Fixed an issue that allowed the static storm skill to be interrupted if pressing the R key multiple times in rapid succession

  • Removed the casting bar from all the skills that were currently using it

  • Fixed an issue that was causing the metal hawk skill to hit multiple targets

  • Fixed an issue in which the inevitability glove beam was stopping the oversized shuriken skill

  • Fixed an issue that caused thrusters to not apply chill touch even if the player used a face skill that allowed it

  • Fixed an issue in which the gamepad was causing double damage if clicking too quickly

  • Fixed an issue that allowed the gamepad to cause double damage while having the overclock status effect

  • Fixed an issue with the control settings being displayed incorrectly

  • Fixed an issue that was causing the mental blast projectiles to collide with a wall if the battle leet was too close to it and was looking in the opposite direction

  • Fixed an animation that was causing the battle leet to hold the weapon incorrectly when using the berserk leap skill

  • Fixed an issue that allowed on player to start the match with an empty health bar

  • Fixed an issue that was causing the plasma ray gun to multiply the damage if hitting multiple enemies at the same time

  • Fixed an issue that was causing to stack multiple particles from the health pickups in the practice room

  • Fixed an issue in which the health pickups were not being picked if the player was on their spawning location before they actually spawned

30/11/2022

GAMEPLAY & IMPROVEMENTS

  • Adjusted the area of effect of the handheld console to correctly display the landing of the thunder particles

  • All of the face durations and cooldowns have been tweaked:

    • Cooldowns have been set to 10 seconds

    • Positive effects now last 5 seconds

    • Negative effects now last 2 seconds

    • Powerful effect removed from seeing red

  • Overclock effect has been added to golden sanctuary

  • Snowball initial damage has been increased

  • The dummies of the practice room now display a white effect when being hit by a player & the particle effects when being struck by a skill

  • Players are now able to hover over an skill (in-game) to see its description

  • Improved the interaction between the fog of war and certain skills

USER INTERFACE

  • Enabled settings menu: includes controls, graphics and & sound sub menus

  • Changed the practice room skill menu

  • Changed the text when starting the round

  • Improved the round point visualization of the game hud

  • Improved the position of the “no energy” and the “next round starting…” texts

BUGS

  • Fixed an issue that caused the gamepad to do double damage

  • Fixed an issue where the plasma discharge particle was displaying incorrectly

  • Fixed an issue that was hiding the HP&MP bars from the enemy players when the first round started

  • Fixed an issue that was causing the thrusters to gain energy by holding the left click without having to hit the enemy multiple times

  • Fixed an issue that was causing golden whipclaw to do double damage and in some cases, kill enemies instantly

  • Fixed an issue that was causing the handheld console to create an invisible barrier in front of the player

  • Fixed an issue that was causing the resistant shields to stack

  • Fixed an issue that was causing the unbreakable shields to stack

  • Fixed an issue that was causing the mental blast projectiles being invisible

  • Fixed an issue that was reseting the cooldown of the plasma ray gun if continously used

  • Fixed an issue that was causing the glass lance particle to be invisible

  • Fixed an issue that was causing the plasma cannon particle to be bigger than the first time it was used

  • Fixed an issue that was causing the zero head particle to spawn above the player

  • Fixed an issue that was causing players to start with the Eleet variant

  • Fixed a typo when looking for a match

  • Fixed an issue that was causing the chill touch particles to stack

  • Fixed an issue that was causing taking the player to the login screen after quitting the practice room

  • Fixed an issue that was causing incorrect match behaviors when there was a tie

25/11/2022

GAMEPLAY & IMPROVEMENTS

  • Improved the fog of war

  • Improved the environmental fog from the battle arena

  • Rare, Epic & Legendary attributes have been buffed:

  • Pickaxe damage has been increased

  • Sabers damage has been increased

  • Lightweight leap now does damage

  • Radar navigation damage has been increased

  • Pong thrust damage has been increased

  • Berserk leap now does damage

  • Curveball damage has been increased

  • Sucker punch damage has been increased

  • Spartan laser damage has been increased

  • Slow added to silver mist

  • Mental blast damage has been increased

  • Midas punch damage has been increased

  • Dragon breath damage has been increased

  • Bad reception now does damage

  • Seek shelter now provides powerful

  • Overclock now provides haste

  • Snowball damage has been added at the start of the cast

  • Glass lance damage has been increased

  • Gamepad can now be used continuously while holding the left click or proper input

  • Handheld console damage and energy given have been increased

  • The area of the handheld console skill now disappears immediately as soon as the executing is complete

  • The energy given from the plasma ray gun has been reduced

  • Forward thrust has been revamped: the longer the player charges the skill, the farther it travels and the more damage it does

  • Added damage to snawjaw

  • Positive status effects (i.e. powerful, haste) duration has been increased

  • Descriptions for safe hero and silver mist have been updated

  • Golden whipclaw damage has been reduced

  • Static storm can no longer be canceled if pressing R again during its cast

  • Added proper messages display for the login screen

USER INTERFACE

  • Added ultra wide screen support

  • Added rounds visual indicator to the game hud. A green square will be shown when the round is won, and a red square when its lost

  • Improved the background detail from the main menu and all of the sub menus

  • Improved the text position on the main menu tabs

  • Partial improvement of the energy points of the game hud

BUGS

  • Fixed an issue that was causing health and energy bars to act incorrectly with the damage done and energy spent

  • Fixed an issue that was causing the health and energy bars to disappear in round 1

  • Fixed an issue with the dummies and the practice room, in which they appeared to be floating

  • Fixed an issue that was causing the handheld console particles to be invisible

  • Fixed an issue that was preventing the player score from being displayed correctly

  • Fixed an issue that was causing the inevitability glove to provide energy even if it was not used on an enemy player

  • Fixed an issue in which golden sanctuary was blocking the player own projectiles

  • Fixed an issue with the sucker punch particles

  • Fixed an issue in which the combination of party rock and unbreakable were causing the shield particles to stack and never disappear

  • Fixed an issue that prevented the gamepad particle to spawn

  • Fixed an issue that prevented the variants effects to work properly

  • Fixed an issue that was causing double damage with radar navigation

  • Fixed an issue that was preventing plume to teleport to the proper location

  • Fixed an issue that was causing players to lose energy in the practice room

  • Fixed an issue in which the tooltips from the attributes and skills was not showing the same description

18/11/2022

GAMEPLAY & IMPROVEMENTS

  • The Thrusters no longer slow enemies

  • The attack speed of the Pistols has been increased and its damage reduced

  • The damage of the Inevitability Glove has been increased and the energy given has been reduced

  • The speed of the Gamepad has been reduced

  • The damage and the energy recovered of the Handheld Console has been increased

  • The Plasma Ray Gun movement speed has been increased

  • The Plasma Cannons attack speed has been increased

  • The damage of the Zero Hands and Boxing Gloves has been increased

  • The energy provided from the Baseball Bat has been reduced

  • The damage of Radar Navigation has been increased

  • The Pong Thrust damage and stun duration has been reduced

  • Mental Blast can be used while in movement

  • Increased the damage and stun duration of the Frozen Screen

  • Increased the mute duration of Reboot

  • Increased the duration of the buffs & debuffs of the Face attributes

  • Reduce the anticipation time of Ambush

  • Added Overclock to Unbreakable and increased its duration

  • Increased the area of Golden Sanctuary. Provides positive status effects to the users

  • Increased the thickness and damage of Golden Whipclaw

  • Reduced the stun time of Glass Lance

  • Decreased the damage from Powerful status effect

  • Changed the energy costs from Antenna, Head and Face attributes

  • Added Fog to the playground and battle arena

  • Added a message when connecting to a duel

  • Added general fixes to the Matchmaking System

  • Removed P input to quit game

  • Improved performance across the whole game

USER INTERFACE

  • Changed various elements from the match user interface

  • Collection pages now start from 01 instead of 00

  • Scores now show colors every time a player wins/loses

  • Fixed an issue with the collection tooltips displaying text incorrectly

  • Added text highlights to tabs and sub-tabs

  • Fixed text typos

  • Fixed an issue that showed the incorrect game pad inputs

BUGS

  • Fixed an issue that was causing the Plasma Ray Gun to not provide energy

  • Fixed an issue in which Thrusters were recovering energy with 1 hit

  • Fixed an issue that caused the Snowball (Artic Camo) was not doing the proper damage per distance traveled

  • Fixed an issue in which Bouncing Thrust was showing a debug laser

  • Removed debug messages when using a game pad

  • Fixed an issue from displaying players energy bars incorrectly

  • Fixed an issue that allowed Pong Thrust to stun the target behind the player

  • Fixed an issue that prevented the VFX of the Spartan Laser to be displayed properly

  • Fixed an issue that prevented the VFX of Ambush to be displayed properly

  • Fixed an issue that allowed players to get more than 1 point per round

  • Fixed an issue that caused various damage from the Zero Head

  • Fixed an issue that prevented players from replenishing energy before the next round

  • Fixed Zero Chest not doing damage when too close to target

WEEK 42: 22-10-17

DESIGN

  • UX wireframes for next iteration.

  • References for UI design.

  • Gamepad feedback.

  • Droid feedback.

ART

3D:

  • Modified entrance blockade´s flag.

  • Painted new landscape textures.

UI:

  • Worked on 22 Emotes.

  • Adjusted skill and status effects icons.

Technical Art:

  • Added finite energy particles.

  • Worked on Snowball particles and montage.

  • Imported new assets to GameplayTest Map.

  • Built light and adjusted ESRT material parameter.

  • Imported all BattleLeet skeletal meshes and inevitability glove version.

  • Created BattleLeet preview mesh collection.

  • Created second landscape material, fixed nomenclature, added parameters to the Master Material and created blend test landscape (map).

  • Added BattleLeet level sequence for render and imported wheel and bottom combined skeletal mesh.

  • Enabled never stream textures option.

  • Added rocket landing montages (intro/outro), worked on particles too.

  • Adjusted BattleLeet arms skeletal meshes due to overlapping issues with weapons.

PROGRAMMING

Gameplay:

  • Finished the implementation of the variant behaviors.

  • Fixed issue with leet material in the spectator mode: was causing extreme weird visual issues with the battle leets.

  • Fixed invisibility when entering and exiting the spectator mode.

  • Changed call command when equipping skills with debug menu.

  • Fixed a bug with the death leet body moving through the landscape and environment.

  • Started the first iteration of gamepad inputs working on the main menu.

  • Implemented all of the elemental droids.

  • Added keyboard inputs settings.

  • Added gamepad inputs settings.

  • Fixed a visual bug for energy pickup.

  • Fixed a bug in ambush ability.

  • Fixed a bug of casting montages which didn’t hide hands.

  • Limited stun effect stacks.

  • Fixed a bug which stuck UI SE icons.

  • Added login screen to game flow.

  • Added matchmaking through sockets

  • Credentials in the login screen can now be saved.

  • Finished optional sound cue for Play Montage and Wait for Event node.

  • Added support for variant meshes.

  • Added BattleLeet variant to Data table.

  • Fixed BattleLeet chest issues with meshes.

  • Fixed BattleLeet arms issues with meshes.

  • Changed give mesh implementation for all hands abilities.

WEEK 41: 22-10-10

DESIGN

  • Balance changes in head, antenna and chest.

  • Changed pickups locations.

  • Proposals on how to highlight when the player is out of mana.

  • Leadersboards, achievements and encounters UX.

  • Gamepad control documentation.

  • New variants effects documentation.

ART

3D:

  • Worked on new versions for the camo, arctic camo and gold chest.

  • Worked on engine integration for the new arches.

  • Set tubes and pipes in engine.

  • Adjusted scale of plants and rocks in engine.

  • Changed the leather flag of center wall.

UI:

  • Worked on 22 emotes.

  • Worked on Heal over time and Energy over time icons.

Technical Art:

  • Changed Dragon Breath particles as requested.

  • Imported Battle Leet skeletal mesh, created and assigned materials.

  • Enabled local space from Healing and Overclock particles.

  • Polished floating curve and montages from Static Storm.

  • Started to work with Whipclaw particles (possible changes).

  • Fixed chest turbines not being emissive.

  • Made energy pickup particles infinite as requested (placeholders).

  • Started Ambush particles rework.

  • Updated chest renders on HDRI map.

  • Changed Character skeletal mesh to lighting channel 0 due to overexposed materials.

  • Reorganized level lighting channels by assets and characters.

  • Added energy recovering particle (placeholder).

  • Started to work with Golden Sanctuary particles and montage.

  • Edited IntelliDome glass material (needs to be tested).

  • Created snow master material, cast montage and replaced it on the game ability.

  • Edited Ambush animations.

PROGRAMMING

Gameplay:

  • Rework bad reception ability.

  • Preventing healing over time effect (VFX) stacking.

  • Added cheat to get ability by approximate name.

  • First iteration for implementation of input gamepad.

  • Replicate projectiles and reduce area of effect size of bad reception ability.

  • Iterated the emote system to work more closely to the game design references (LoL).

  • Started the implementation of the variants new behaviors.

  • Changed behaviour of Red Lightning ability.

  • Increased Leet max health.

  • Increased health and time regen of health pickups.

  • Levitation is now simulated in Static Storm.

  • Increased Ki Blast montage play rate.

  • Added energy pickups (as well as its particle).

  • Increased dummy default values

  • Added a small delay of activation for Ambush ability.

  • Divided floating status bar to 10 health blocks again.

  • Blocked rotation for High Roller ability.

  • Updated ambush ability server projection to avoid particle stacking.

  • Changed plasma discharge behavior (missing particle).

  • Fixed immune getting stuck in golden sanctuary ability.

  • Reduced 50% of handheld console and gamepad abilities cooldowns if overclocked.

  • Fixed gamepad projectile.

  • Fixed VFX getting stuck.

  • Implemented air droid.

  • Acquire abilities with level.

  • Added particle system that keeps relative rotation.

  • Added particle parameter to spawn niagara without rotation.

  • Added particle system without rotation to particle system 2.

  • Added droid tab to assemble.

  • Added animation to ultimate UI.

  • Ultimate change border color when charge (without cooldown and enough energy).

  • Change chests costs to be three points in ui.

  • Reimport render images.

  • Turn on and off energy points.

  • Fixed Inevitability Glove variant issues.

  • Fixed Projectiles Spawning on the other side of a wall.

  • Modified given meshes for hands to include arms.

  • Added line decal to Pong Thrust.

  • Fixed Frozen Screen wall behavior.

  • Worked on Play Montage and Wait for Event optional Sound Cue.

Backend:

  • Architecture with gamelift was done.

  • Migrated API calls to lambda functions using websockets.

  • SNS set up to notify lambda functions when a game sessions is created to return to client when a game sessions is ready for users to play.

  • small migration of database from MongoDB to DynamoDB.

  • General testing for this new architecture and its components listed above.

WEEK 40: 22-10-03

DESIGN

  • Balance changes proposals and implementation (Hand, Antenna, Head, Face, Chest).

  • Adjustments Skills proposals (Pickaxe, High Roller, Red Lighting, Dragon Breath, Spartan Laser, Sucker Punch, Bad Reception).

  • Pick Ups new documentation; added to the map as well.

  • Variants passives documentation and UI proposal.

  • Drones passive abilities (with level ups) and level documentation.

ART

3D:

  • Adjusted Center Ground Textures.

  • Imported pipes and cables in Engine.

UI:

  • Worked on emotes sketches.

  • Adjusted the chest renders.

  • Adjusted the hand renders.

Technical Art:

  • Updated Diamond chest render on HDRI map.

  • Edited Static Storm/Removed chest vfx and game ability.

  • Edited KiBlast/Robe montage and game ability.

  • Work on Ambush vfx and game ability (wip).

  • Imported cast animations by parts (including release loop) and created respective montages.

  • Polished Baseball bat attack_03 particle spawn point.

  • Created intro and loop montages for splinter barrage ability.

  • Modified splinter barrage projectile particles.

  • Updated fractured chest static mesh for render.

  • Adjusted particle offset from:

    • Frozen Screen

    • Reboot

    • ShutDown

    • PlasmaCannons

    • Plasma RayGun

    • MentalBlast

    • Pistols

  • Extended pistols particle lifetime as requested.

  • Started to work with GoldenWhipclaw/TChain ability.

  • Incremented Splinter Barrage projectile number.

  • Modified Static Storm montage, added levitating leet part.

  • Adjusted GoldenWhipclaw ray size.

PROGRAMMING

Gameplay:

  • Implemented spectator mode.

  • First implementation of emotes.

  • Reworked the system to cancel hold and release skills.

  • Changed how battle drone applies damage.

  • Antenna now cancel casting abilities.

  • Fixed mental blast projectiles not being destroyed on canceled.

  • Fixes in battle drone and added mesh.

  • Changes in battle drone.

  • Added debug category selection.

  • Made character's health and energy editable values.

  • Now drone NPC can be equipped and unequipped.

  • Created Login screen widget.

  • Added intangible while casting static storm.

  • Changed ambush ability.

  • Changed spartan laser ability.

  • Finished custom editor module documentation.

  • Finished custom content browser filters documentation.

  • Fixed floating spectator mode and hid leet on active.

  • Fixed BaseProjectile location offset relative to leet.

  • Adjusted offset of several Head and chest abilities.

  • Attempted to fix variant color of arms in Inevitability glove.

  • Fixed bug that spawned impact particles at 0,0,0 when casting projectile directly on wall.

  • UI:

    • Finished custom editor module documentation.

    • Finished custom content browser filters documentation.

    • Fixed floating spectator mode and hid leet on active.

    • Fixed BaseProjectile location offset relative to leet.

    • Adjusted offset of several Head and chest abilities.

    • Attempted to fix variant color of arms in Inevitability glove.

    • Fixed bug that spawned impact particles at 0,0,0 when casting projectile directly on wall.

Backend:

  • Fixed some steps on Jenkins to create fleets for game servers when a new build is released.

  • Worked on new architecture using lambda instead of web server instance for API.

  • Checking how to integrate our API with battleLeets API.

  • Started working on a new matchmaking system integration gamelift.

WEEK 39: 22-09-26

DESIGN

  • Updated UX files.

  • Main documentation updated in Miro.

  • Started tweaking the values of damage and cooldowns for game balancing purposes.

ART

3D:

  • Made center ground textures and tested in engine.

  • Fixed MetalHawk mesh and textures.

  • Fixes to the fractured chest.

  • Created another version for the diamond chest (textures).

  • Created silver version for the halo-met (textures).

  • Fixed gold chest textures.

  • Integration of droids and textures in engine.

  • Fixed baking issues on the arches (textures WIP).

UI:

  • Made small changes to the items’ renders.

  • Small updates on the UI hovers and buttons.

  • Reworked the chest and face icons.

Technical Art:

  • Requested Ray vfx.

  • Removed sRGB from masks and created a material instance for blue droid.

  • Reworked Silver claws vfx. Added sounds, delays and systems at locations.

  • Started to work on chest montages (KiBlast/Robe).

  • Fixed Safe Hero’s screen not being emissive.

  • Edited healing particle loop duration.

  • Reimported textures and reworked fractured chest skeletal mesh. Replaced it on the data table.

  • Deleted unused textures.

  • Updated halomet textures (green and silver).

  • Updated MetalHawk skeletal mesh, reimported textures.

  • Updated /gold chest textures, deleted wrong ones.

  • Fixed diamond texture/shader, added skeletal mesh and replaced it on the data table.

PROGRAMMING

Gameplay:

  • OnHold skills can now be canceled if pressing ESC before executing them.

  • Fixed a bug where the player was gaining energy even if it wasn’t hitting the enemy.

  • Added auto destruction cheat.

  • Fixed a bug that allowed dead players to rotate their battle leet.

  • Fixed a bug where the battle leet didn’t look forward when executing the radar navigation skill.

  • Fixed a bug where the reboot projectile wasn’t spawning.

  • Added energy points in chest skill.

  • Set all chest skills with an energy cost of 2.

  • Fixed static storm stacking particles.

  • Fixed a bug that allowed the gamepad boomerang projectile to stack.

  • Added is valid to silver claws projectiles.

  • All projectile debug spheres are now hidden in the projectile skills.

  • Removed the delay from gamepad ability.

  • Fixed the snowball damage not being reset and spawning ball in front of character.

  • Fixed seeing red getting stacked.

  • Fixes to forward thrust.

  • Fixed forward thrust particles getting stuck.

  • Fixed boosted thrust and Zero antenna doing double damage.

  • Created battle NPC.

  • Updated status effect from Slow Hands to Chill Touch.

  • Changed intangible effect to duration set by caller and updated abilities using it.

  • Gave the dummy its own set of attributes.

  • Extended intangible effect given by Ambush ability.

  • Implemented HP Pickups.

  • Adjusted animation playrate of Radar Navigation.

  • Added hit particle to Golden Whip Claw.

  • Fixed several visual and gameplay issues on Silver Claws ability.

  • Fixed Ki Blast not hitting twice.

  • Adjusted Line Decal length for several Antennas to match travel distance.

  • Reduced Forward Thrust travel distance relative to decal length.

  • Hid LeetCollisionIndicator on HideHUDMenu command.

  • Added custom content browser filter for gameplay abilities.

  • Started content browser filter documentation.

  • Implemented spectator mode cheat.

  • Hid LeetCollisionIndicator on spectator mode.

  • Extended buffs and debuffs to 10 spaces.

  • Change to a new font menu.

  • Reordered menu tabs.

  • Change the zero head icon.

  • Change selected style of menu buttons.

  • Menu feedback.

Backend:

  • Implementation of gamelift in order to create game servers and game sessions limiting players to join.

  • Implementation of gamelift on API to create game sessions using backend architecture.

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.

  • Added description to the tooltip for current skills.

  • Polished skills: Zero hands, zero face, and zero chest.

  • Fixed 360 no scope projectiles and cooldown time.

  • Filter abilities in the debug menu.

  • Implemented Debug mode.

  • Implemented debug mode on the utility library instead of game mode.

  • Polished 360 scope ability.

  • Allowed double casting on 360 scope and fixed ability not ending.

  • Polished and added falling particles to satellite crash.

  • Implemented zero chest as 360 scope.

  • Added debug to control volume.

  • Added debug condition to visibility line between instigator and target.

  • Changed decals for satellite crash.

  • Removed missile mesh from dragon breath.

  • Reimported several decals, fixed leet decal size and gameplay cues now have the option to be seen differently for players and enemies.

  • Adjusted decals on several abilities, both in size and visibility parameters (such as color or if the decal is visible).

    • Abilities with circular decals have an updated decal.

    • Whilst targeting the decal is white in color.

    • After a target is selected the player sees the decal green whereas the enemies see the decal red.

  • Reworked ZeroAntenna (previously ZeroDash).

  • Implemented feedback on BlindNavigation ability, Updated the form in which skill names are listed.

  • Updated HUD icons, a material is now used to display them and there is now icon consistency.

  • Added a conditional check for debugging damage boxes.

  • Added a boolean to check if the leet model should equip hand meshes for certain abilities.

  • Updated cheat menu visibility and size.

Backend

  • Feature to send friend request and accept or reject.

  • Feature to delete friends.

  • Documentation for add/delete friends.

  • Started working on lobby functionality.

  • Started working on regions to create a match.

WEEK 29: 2022-07-18

Design

  • UX Last round of chances.

  • Follow up on implementaron.

  • ELO equation tweak.

  • Playtesting to pick up skills for august showcase.

Art

3D

  • Finished Tubes and Panels trim texture and models.

  • Worked on Enviroment_Chair Finished modular stands and textures.

  • Started working on stands divisions and textures.

UI

  • Changed UI skills.

  • Finished hand skills icons.

  • Worked on antenna skills icons.

Technical Art

  • Reimported Leet animations (orientation axis issue).

  • Reimported Glass & Removed chest, pistols Skeletal mesh.

  • Created Hands animation montages (attacks).

  • Added VFX to AnimMontages, edited/created niagara systems.

Programming

Gameplay

  • Fixed player not canceling abilities on dead.

  • Fixed sucker punch getting stuck.

  • Fixed simulate weakness projectiles being out of phase and increased projectile size by 33%.

  • Implemented Midas Punch ability.

  • Created function to calculate launch velocity for parabola projectiles.

  • Fixed plasma discharge not doing damage.

  • Fixed dragon breath doing double damage.

  • Fixed mental blast particles not being destroyed on canceled.

  • Fixed simulate weakness projectiles not hitting too close to target.

  • Stop character movement on midas punch cast, fixed particle dying before hitting target.

  • Stun effect cancel abilities.

  • Implemented min range to target data actor (parabola).

  • Implemented beat drop ability.

  • Implemented Curve Ball ability.

  • Fixed projectile rotation on spawning.

  • Implemented silver mist ability and fixed position while casting projectile.

  • Updated the attack and particle of the plasma ray gun.

  • Hands skills now enter a loop if left click is hold pressed.

Backend

  • API documentation finished (just for local not online).

  • Unified multiplayer server and API in order to save resources.

  • General refactor to make the API easier to maintain.

  • Started working with functionality to add friend.

WEEK 28: 2022-07-11

Design

  • Changes to the user interface and features.

  • Playtesting skills.

Art

3D

  • Finished High polys for tubes and panels

  • Finished three versions of arches:

    • Non-damaged arch.

    • Low-damage arch.

    • High-damage arch.

    • In the process of reworking these textures.

UI

  • Worked on hand skills icons.

  • Changed the chat and friend list.

  • Changed the “LEETS” screen.

  • Worked on new profile window.

  • Small changes on “PLAY” screen.

  • Reworking the skill place holders.

Technical Art

  • Removed “Receives decals” parameter from arena’s static meshes.

  • Worked on VFX listing document.

  • Tested VFX implementation to Boxing Gloves’ animation montage.

  • Deleted particle cues from Boxing Gloves’ Game ability.

  • Duplicated Warrior spin vfx & changed it on Radar Navigation Game ability.

  • Added missing vfx thumbnails.

  • Modified landscape exterior (blend material).

  • Imported new Leet rig and Skeletal meshes.

  • Added metallic parameter to master material.

  • Created/modified Eleet, Automaton & Sentient chest material.

  • Imported Leet hands animations.

  • Imported antennas skeletal meshes.

  • Imported heads skeletal meshes.

  • Imported chests skeletal meshes.

  • Assigned material instances in SK material slots.

  • Worked on new animation montages.

Programming

Gameplay

  • Plasma ray gun implementation with three projectiles for laser beam and wall detections.

  • Added input buffering for baseball bat skill to test three way combos.

  • Adjusted the damage and animation of inevitability gloves.

  • Handheld console adjustments: reduction of the decal’s and projectile’s size, projectile’s speed, added casting animation.

  • Changes to the box range, damage and functionality of the baseball bat third hit.

  • Fixed a bug to match the particles effects of the last hit of the baseball bat with the execution of the skill.

  • Updated the laser beam width for the plasma ray gun and inevitability gloves skills.

  • Added a projectile to sucker punch.

  • Implemented mental blast feedback: Reduce decal width, increased projectile size, impact explosion, faster projectile, destroy particles on canceled, fixed projectile position.

  • Implemented dragon breath feedback: destroy missile on canceled, increased projectile’s speed and size, added channeling with cast animation. Implemented Spartan Laser feedback: added cast animation, increased projectile speed, and added casting time.

  • Added casting to dragon breath.

  • Fixed the projectile rotation, used calculation angle utility for plasma discharge.

  • Implemented Oversized Shuriken feedback: reduce projectile range, fixed projectile position, end ability after shooting, return on hit wall, reduce projectile velocity, reduce damage after hits.

  • End plasma discharge ability after shooting projectile, fixed decal size not the same as damage area.

  • Fixed oversized shuriken jittering.

  • Fixes to Dragon Breath: throw projectile on end casting, fixed jitter, adjusted projectile size and added debug for explosion area.

  • Fixes Spartan Laser: Particle duplicating, faster projectile and throw projectile on end casting. Fixed abilities not being canceled on death.

  • Fixed projectiles being destroyed with other projectiles.

  • Fixed projectiles not hitting too close to the player, adjusted casting animation for dragon breath.

  • Fixed utility to calculate launch angle of a parabola projectile.

  • Implemented an example in Deep Thinking ability.

Backend

  • Fixed matchmaking functionality to create a multiplayer server once both players have joined.

  • Launcher with auto-updater working and 3 main screens added ready to add assets (logo, images, buttons).

  • Technical documentation of how the auto-updater’s launcher was implemented.

  • Documentation for API with parameters needed for each call and responses.

  • General testing for API while making documentation.

WEEK 27: 2022-07-04

Design

  • UX for social functionalities, like friend list and chat.

  • Worked together with UI artists to place Account Stats, Extra playmodes, and show account progression.

Art

  • Finished Stands Trims.

  • Finished Chest_Gold.

  • Finished Entrance 1 changes.

  • Finished low-poly, UV’s and textures for the non-destroyed tileable arch.

  • Worked on Assemble screen changes.

  • Worked on Leets screen changes.

  • Worked on Emotes screen changes.

  • Worked on Settings screen changes.

  • Added a Social and Profile screens.

  • Worked on Hand skill icons.

  • Added gold chest & baseball cap items.

  • Created level sequences for items.

  • Created material instances.

  • Tests to match the animation states and the VFX.

  • Nunchuks animations WIP.

Programming

Gameplay

  • Improved netcode of dash abilities.

  • High Roller: Changed high roller to instead be a double dash.

  • High Roller: High Roller now changes.

  • Boosted Thrust: Improved response.

  • Lightweight Leap: Improved teleport and added particles.

  • Berserk Leap: Fixed stun time and changed particles.

  • Radar Navigation: Changed implementation to be a charge forward.

  • Reworked handheld console ability, projectile fall the sky.

  • Update sprite size of laser beam of inevitability gloves.

  • Apply damage to enemies with inevitability gloves.

  • Increased speed of cast of plasma ray gun.

  • Match parabolic projectile with decal position.

  • Used 3 projectiles for laser beam, and wall detections.

  • Spawned muzzle particle to spartan laser.

  • Added ring pulse decal to plasma discharge ability.

  • Implemented Mental Blast ability.

  • Implemented Oversized Shuriken ability.

  • Add movement penalty on oversized shuriken after throwing projectile.

  • Implemented Sucker Punch ability.

  • Added end ability on canceled to head abilities.

  • Fixed projectile replication for head abilities.

  • Implemented Dragon Breath ability.

  • Adjusted Splinter Storm montage rate.

  • Testing a Leet Utility to calculate the launch angle of a projectile.

Backend

  • Started working on the launcher to login users, open client(game) and auto-update both when a newer version is release.

  • Finished the actor which listens to server calls.

  • Implemented the endpoint/call to equip items from the server.

WEEK 26: 2022-06-27

Design

  • Finished all of the references for the HEAD skills.

  • Playtesting sessions for new batch of polish.

  • Final tweaks to all of the movement skills (ANTENNAS) to complete their development.

  • Feedback for the latest hands skills.

Art

3D

  • Worked on Enviroment_Stands Trim texture and assets.

  • Worked on the high poly model of the modular arches.

Tech Art

  • Created Automaton & Sentient chest material instances.

  • Adjusted chest roughness of the master material by adding a parameter.

  • Reorganized materials/textures engine folders.

  • Created a new level for testing purposes.

  • Imported diverse HDRIs.

  • Adjusted HDRI lighting.

  • Imported chest & face assets.

  • Created chest & face material instances as well as respective sequences for renders.

  • Created glass master material & adjusted level sequence.

UI

  • Started working on the hands icons.

  • Second iteration (modular) of menu to fit new documented systems.

Animations

  • Plasma Ray Gun attack.

  • Pickaxe idles.

  • Pickaxe attack.

Programming

Gameplay

  • Made an adjustment to the damage and projectile of the taxman ability.

  • Reworked the plasma ray gun ability.

  • Fixed the stun and particle effect of the landing of berserk leap ability.

  • Fixed a bug that allowed the players to move in the middle of jump of the berserk leap ability.

  • Reworked the baseball bat 3-combo.

  • Added the half-circle attacks and the third box attack.

  • Reworked the gamepad 3-combo.

  • Polished Simulate Weakness: freeze leet while casting, projectile origin center of leet, reduced space between projectiles.

  • Polished Boosted Thrust: Added thunder particle, removed self-power, applied damage to an overlapped character, reduced dash velocity, and increased dash distance.

  • Implemented Head ability, Spartan Laser.

  • Implemented Plasma Discharge ability.

  • Reworked Splinter Storm ability.

UI implementation

  • Added the next Game HUD elements created by the UI Artist:

    • Art font.

    • Health bar.

    • Energy bar.

    • Skill icons display (including the cooldown number).

Backend (UE)

  • Created an actor to listen to all API calls. Calls such as:

    • Login process.

    • Add/Remove items from the user.

    • Request joining a match.

    • Update inventory.

    • Checked/added endpoint to add items to user’s inventory in-game.

  • Inventory is updated both server-side and in-game when adding a new item.

  • Users can now check their inventory in-game.

Backend

  • Started working on a discord bot that will help us to start, stop and give a status about the multiplayer server and API server in order to test and restart both when is necessary.

  • Fixes and refactor for some endpoints like:

    • Inventory.

    • Equip items.

    • Close match.

WEEK 25: 2022-06-20

Design

  • Created an addendum to the skill costs and energy rework.

  • UX design meetings due to the changes in skill costs (UI changes to the game HUD).

  • Created a section for health and energy pickups (they will be eventually placed inside the level).

  • Started documenting head skills (projectile skills).

Art

  • Created concepts for chairs, stands, archs, stands divisions, inner walls and tiles.

  • Finished Chest Fractured.

  • Finished Matrix Screen texture.

  • Finished Electron Line texture.

  • Finished Camo Texture.

  • Finished Artic Cammo Texture.

  • Finished the Diamond Chest texture.

  • Finished the Cracked Screen textures (Matrix).

  • Started working on the tileable arches (arena).

  • Status effect: Power icon finished.

  • Status effect: Haze icon finished.

  • Status effect: Intangible icon finished.

  • Status effect: Invisible icon finished.

  • Status effect: Knockback icon finished.

  • Status effect: Slow icon finished.

  • Status effect: Stun icon finished.

  • Status effect: Vulnerable icon finished.

  • Status effect: Refreshed icon finished.

  • Status effect: Resistant icon finished.

  • Worked on changes on the Hud, skill cost and energy bar.

  • Adjusted greyboxing for references.

  • Deleted unused items.

  • Modified walls location (gameplay test map).

  • Created Matrix master material.

  • Added faced materials, organized them in folders.

  • Created different lightning master materials for IntelliDome.

  • Adjusted IntelliDome’s final version, deleted unused materials.

  • Adjusted Matrix cracked textures with alpha.

  • Material configuration for Leet color change.

Programming

  • Updated user’s inventory endpoints.

  • Close match and set winner endpoint done.

  • Equip items functionality added.

  • Augmented ping thrust knockback velocity.

  • Fixed party rock particle not visible on player.

  • Fixed set name not showing on character.

  • Allowed rotation and augmented time on Glitch Out ability.

  • Fix cool pistols ability not ending.

  • Added delay for party rock decal.

  • Fixed berserk leap particle spawning before the player hits the ground.

  • Added landing decal to Berserk Leap.

  • Faster cool pistols shoot, slowed character while casting ability.

  • Changed diamonds are forever particle.

  • Stop knockback task on hit wall. Fixed pong thrust jitter on hit character.

  • Fixed damage cue flash, and made adjustments to alternate states to change the Battle Leet color.

  • Changed the knockback effect to restrict it going through walls.

  • Added a check in gameplay cue count (in case it is equal to 0 it will to remove it).

  • Players are now able to see their own damage counters.

  • Second iteration of the plasma ray gun ability.

  • Changed post die time handle to character, to allow the respawn button to restore stats.

  • Cool Pistols:

    • Decreased movement speed by half when casting the ability.

    • Reduced projectile life-span by half.

    • Reinstanciated combo for the ability (two projectiles).

  • Boxing Gloves:

    • Added VFX to each hit.

    • Adjusted the timing to better feel the 3 hit combo.

  • Doubled melee hitbox size.

  • Added a Cheat Menu with checkboxes.

  • Added an infinite health cheat.

  • Fixed a bug where NoClip cheat could only be activated once.

  • Unreal Engine API implementation:

    • A player ID must be sent to the server when a player either logs in or registers to the platform.

    • When Matchmaking starts, the user is now notified about their match status (waiting, joining, has a match open).

    • Both players connect to the same IP when a match.

    • Added a login screen that retrieves user data and then forwards the player to the matchmaking screen.

WEEK 24: 2022-06-13

Design

  • Focusing work on the polish to nail 8 skills.

  • Started documentation on drops, a new energy system for more dynamic combat.

Art

  • Worked on Chest Fractured.

  • Finished "Face_Shades".

  • Finished "Face_Death-Cross".

  • Finished "Face_Glowering".

  • Finished "Face_Loading Screen".

  • Finished "Face_Red Ring of Death".

  • Finished "Face_Signal Bars".

  • Finished "Face_Safe Hero".

  • Worked on the Diamond Chest Texture.

  • Finished the asset Game Thrash T.

  • Started working on the Matrix texture crashed screen.

  • Finished Skill decals.

  • Worked on UI buffs/debuffs.

  • Worked on Victory, defeat and Next rounds UI screens.

  • Worked on status effects icons.

  • Created a new level for rendes, added lighting and first camera.

  • Added render requences for items.

  • Changed alpha channel support to "Allow through tonemapper".

  • Added experimental map for greyboxing.

  • Fixed arena’s blended center.

  • Added static meshes to experimental level.

  • Replaced textures of saber and thruster.

  • Adjusted greyboxing for references.

Programming

  • General fixes to knockback.

  • Fixed Party Rock Visual effects not showing to other players.

  • Fixed an issue that was causing duplicated particle effects on certain skills.

  • Added knockback to chest and head abilities.

  • Katanas with VFX as semicircles.

  • Implemented camera zoom.

  • Incremented radius, added particles and hit montage to robe robin.

  • Implemented Utility Function: Get BLCharacter.

  • Implemented Utility Function: Get BLCharacterMovement.

  • Implemented add particle cue on gameplay ability.

  • Implemented rotation on particle systems, changed particle rotation as rotator input.

  • Implemented Utility Function: Create Decal Cue.

  • Implemented one hit per click on Katanas ability and half-circle collision.

  • Removed damage through walls.

  • Added validated get to ground decal.

  • Changed particle and decal gameplay cue to add particles and add decal functions.

  • End abilities on canceled or interrupted.

  • Triplicated scroll velocity.

  • Added knockback to antenna abilities.

  • Addes custom respawn when die in test.

  • Increased cast speed, remove decal and change particles to diamonds are forever particles.

  • Set gameplay cue folder n settings.

  • Added second decal to berserk leap ability,

  • Added flash effect to damage cue.

  • Respawn only restores your own stats.

  • Added fade out to particles of diamond are forever.

  • Fixed collision with walls, destroy max range decal and jump have the same velocity for * different distances in berserk leap ability.

  • Added NoCooldowns, InfiniteEnergy, SlowMotion and NoClip cheats.

  • Added and removed Knockback from hand skills.

  • Cool Pistols:

    • Adjusted projectile spawn point.

    • Decreased fire rate.

  • Katanas:

    • Increased range.

    • Fixed an issue where the target was hit when out of ability range.

  • Adjusted combo feeling to feel more natural.

  • Fixed a problem where the particle cue kept stacking.

WEEK 23: 2022-06-06

Design

  • Playtesting for bugs and unintended behaviours.

  • Focusing work on the polish to nail 8 skills.

  • Documented status effects.

Art

  • Worked on Chest_Fractured.

  • Re-worked Halo-met to fit all antennas.

  • Finished Headguard.

  • Started the Game Thrash T asset.

  • Worked on Hover for skills and items information.

  • Worked on Ingame HUD.

  • Added gradients and glow to finished UI screens.

  • Added a sub level for Landscape modifications.

  • Created Master Material and Material Instances for Landscape and Vertex Painting (enviro).

  • Added tiling & UV custom rotation nodes for texture modifications.

  • Loaded antennas static meshes, textures and created material instances (character).

  • Loaded hands static meshes, textures and created material instances (character).

  • Loaded head static meshes, textures and created material instances (character).

  • Boxing gloves idle animation.

  • Boxing gloves attack animation.

  • Baseball idle animation.

  • Baseball attack animation.

  • Katana idle animation.

Programming

  • Changed taxman decal to gameplay cue.

  • Fixed boosted thrust dash, now it dash towards mouse location instead of players forward direction.

  • Increased the damage hit box of booster thrust by 100%.

  • Fixed gameplay cue of damage not working.

  • Fixed boosted thrust dash replication.

  • Removed stop from cool pistols.

  • Fixed blind navigation not working close to player.

  • Fixed efficient circuits ability not ending, added montage.

  • Modified dash abilities to avoid jittering.

  • Added collision to walls.

  • Fixed the teleport of neo landing to make sure it is properly executing.

  • Fixed snapjaw jump and the placement of the area decal.

  • The decal of the high roller ability was made dynamic in order to accurately represent bouncing from the walls.

  • Fixed a bug were the decals of the skills remained even after casting it.

  • Fixed berserk leap skill.

  • Fixed a bug that allowed particles to remain after the skill ended.

  • Made an adjustment to the shared splinter decal in order to properly represent the skill.

  • Added an animation montage and particles effects to harvest laser.

  • Player’s name is now visible above the Leet health bar.

  • Fixed a bug where a player’s death was canceling other players skills & casts.

  • Fixed a bug where dying and then respawning would make the mouse cursor disappear.

  • Fixed a bug where party rock consumed more energy on the first use.

  • Changed the way movement works in skills to make it more responsive.

  • Changed knockbacks to feel more responsive.

  • Some minor fixes for the pipeline that creates and deploys the web server.

WEEK 22: 2022-05-30

Design

  • Meetings with the programming team to provide feedback about each of the skills.

  • Playtesting for bugs and unintended behaviours.

  • Focusing work on the polish to nail 8 skills.

Art

  • Head_VrHeadset - Finished.

  • Chest_Cracked - Started.

  • Worked on tile and trim textures for Stands.

  • Marmoset integral scene for assets display.

  • Halo-met asset finished.

  • Assemble screen finished.

  • Emotes screen finished.

  • Leets screen finished.

  • Play screen finished.

  • Settings template.

  • Level dressing tests.

Programming

  • Switch to Unreal Engine 5.

  • Leets debug menu crash fix.

  • Server moved to a new one with more space.

  • Pipeline Fix due to the new server.

  • Fixed stacks on slow gameplay effect.

  • Fixed movement penalty on efficient circuits ability.

  • Added knockback to handheld console.

  • Fixed arctic aura particle not replicating.

  • Changed input on diamonds are forever ability.

  • Removed movement penalty on pickaxe ability.

  • Incremented knockback distance in knockback effect.

  • Removed stop gameplay effect from projectiles, added energy gain.

  • Increased taxman projectile range and added decal for explosion.

  • Adjusted zealous leap landing location.

  • Added lifetime to efficient circuits wall.

  • Added replicated decal for bouncing thrust and taxman.

  • Fixed chameleon not committing ability.

  • Removed penalty movement to zero hands ability.

  • Added decal to shared splinter.

  • Implemented Robe Robin decal as gameplay cue.

  • Spawn plasma cannons particle at hand instead of root.

  • Added dead tag to avoid knockback on dead characters.

  • Increased handheld console projectile.

  • Removed collision response. Changed bouncing thrust decal to gameplay cue.

  • Fixed neo landing damage area.

  • Arctic aura only made apply effect to enemies inside of area.

  • Reduced effect slow of arctic aura.

  • Reduced slow effect of arctic aura.

  • Made adjustment to box collision of diamonds and forever ability.

  • Added VFX to diamonds and forever ability.

  • Set decal of 360 no scope ability to max range.

  • Particle change of 360 no scope projectile.

  • Added an announcement when a player does not have enough energy for an ability.

  • Placed leets in level once again.

  • Placed HP/EP pickups in level.

  • Added a cast montage to Splitter Storm ability.

  • Removed energy cost from remaining hand skills.

  • Added damage to thruster ability.

  • Changed knockback applied to ZeroFace ability.

  • Fixed a bug where static discharge would disappear the cursor after ability.

  • Implemented a method to deactivate collisions when using root motion.

  • Spawning particles and decals in abilities is now done through cues.

  • Fixed HighRoller not properly applying ability cost.

WEEK 21: 2022-05-23

Design

  • Meetings with the programming team to provide feedback about each of the skills.

  • Playtesting for bugs and unintended behaviours.

  • Adding more information to the Skill Listing document.

  • One more layer of feedback added (colors to the skill listing in order to ensure what is complete).

Art

  • Finished Chest_TChain.

  • Finished Antenna_Plume.

  • Finished Chest_Removed.

  • Finished Baseball_cap asset.

  • Finished Hachimaki asset.

  • Reworked Pistols, Sabers and Inevitability_Glove (added extra geo and loops for animation purposes).

  • Halo-met asset in progress (high poly).

  • Three color pallets concepts.

  • Four element/background concepts.

  • Three button concepts.

  • Finished the rig of the katanas, sabers, pistols, inevitability glove, boxing glove, baseball kit.

  • Started replacing some of the assets of the greybox battle arena.

Programming

  • Free for all testing map implemented.

  • Applied stage effect to all abilities.

  • Fixed having multiple status effects that involve materials make the character stay stuck with one of those materials.

  • Added value tag to vulnerability time.

  • Set deep thinking as hold release.

  • Implemented correctly assured self destruction ability.

  • Fixed hands abilities not gaining energy.

  • Correct input in abilities, implemented piercing on simulate weakness.

  • Added constant damage to efficient circuits, fixed wall not getting destroyed.

  • Added knockback to robe robin ability.

  • Ignore collisions on forward thrust.

  • Removed spline point in 0,0,0.

  • Fixed deep thinking projectile getting stuck.

  • Added delay to pistols.

  • Added particle and montage to shared splinter ability.

  • Added Application Tag Requirements for exact damage.

  • Refactor for the whole project in order to make easy maintenance.

  • Sockets for matchmaking and creation of web server once two players match.

  • ZeroFace knockback now always pushes the opponent, will not pull them.

  • Fixed plasma ray gun not making damage.

  • Fixed a VFX bug of ZeroFace ability.

  • Thrusters ability VFX size increased and target selection shape changed to cone.

  • Harvest laser ability now pierces through all opponents.

  • Radar navigation ability travels more distance and does it faster.

  • Fixed a bug that made the game crash when using Harvest Laser.

  • Reworked snapjaw ability.

  • Update handheld console ability, speed of projectile was increased and its range was decreased.

  • Reworked lightweight leap ability.

  • Was reduced increased speed and reduce duration time of seek shelter ability.

  • Added visual feedback to 360 no scope ability.

  • Reworked seeing red ability.

  • Reworked diamonds are forever ability.

  • Was made chameleon material more translucent.

  • Increased bounce in walls with high roller ability.

  • Was made adjustment in spawn of area damage, and increased cooldown of snapjaw ability.

  • Reduce speed of pickaxe ability.

  • Made adjustment of cooldown to shared splinter ability.

  • Reworked berserk leap ability.

WEEK 20: 2022-05-16

Design

  • Meetings with the programming team to provide feedback about each of the skills.

  • Playtesting for bugs and unintended behaviours.

  • Adding more information to the Skill Listing document.

Art

  • Finished: SM_Antenna_WarHorn.

  • Finished: SM_Chest_MetalHawk.

  • Started working on SM_Chest_TChain.

  • Finished Plasma_Detectors.

  • Finished Maul_Horns.

  • Finished Baseball_Bat, glove, ball models & textures.

  • Finished Headset.

  • Finished Intelli-dome.

  • Updated Inevitability_Glove textures.

  • Started: SM_Plume.

  • Finished the Battle Leet rig.

  • Started working on weapons rigs.

  • Started moodboards for the UI.

  • Finished four design and four color concepts.

Programming

  • Simulate weakness second iteration, three projectiles.

  • Plasma cannons second iteration, double shot.

  • Taxman second iteration.

  • Neo landing second iteration.

  • High roller second iteration.

  • Handheld console second iteration.

  • Lightweight leap second iteration.

  • Seek shelter second iteration.

  • 360 no scope second iteration.

  • Sabers second iteration.

  • Bouncing thrust second iteration.

  • Satellite crash second iteration.

  • Artic aura second iteration.

  • Deep thinking second iteration, parabola target is mouse position.

  • Static discharge second iteration, toggle input.

  • Second iteration plasma cannons, shooting combo.

  • Implemented efficient circuits ability.

  • Set battle leet 7 on map.

  • Splitter Storm second iteration.

  • ZeroFace ability rework.

  • Readjusted VFX of Harvest Laser and Splitter Storm.

  • Adjusted initial slow effect of ZeroHands combo.

  • Changed spawn point of the thrusters projectile.

  • Implemented a first iteration of the game flow / user journey.

  • Ran a QA pass to find bugs in the skills.

WEEK 19: 2022-05-09

Design

  • Meetings, looking for bugs and unintended behaviours.

  • Removing non-interesting skills from documentation.

  • Proposal for matchmaking rules.

Art

  • Finished: Antenna_WarTagged.

  • Finished: Antenna_Bent.

  • Finished: Antenna_SateliteDish.

  • Finished: Antenna_BoosterSignal.

  • Finished: Antenna_Snapped.

  • Finished: Antenna_JoyStick.

  • Finished: Antenna_Improvissed.

  • Finished: Antenna_DiamondTipped.

  • Working on: Plume.

  • Finished inevitability glove asset (Hands category).

  • Finished gold crown asset (Head category).

  • Finished silver crown asset (Head category).

  • Finished obsidian crown asset (Head category).

Programming

  • Implemented pickaxe ability.

  • Fixed being able to make actions on glitch out ability.

  • Fixed hands abilities not implementing energy gain.

  • Correction on abilities movement penalty.

  • Apply movement penalty effect on commit ability.

  • Removed movement penalty effect on start ability.

  • Implemented inevitablity gloves ability.

  • Implemented pong thrust.

  • Implemented harvest laser ability.

  • Implemented spliter storm ability.

  • Implemented update and get inventory.

  • Working on multiplayer match.

WEEK 18: 2022-05-02

Design

  • Organizing playtesting sessions with internal team in order to improve and tweak dashes’ skills.

  • Added final references and combo movements to the skill listing.

  • Worked on polishing skills with the programming team.

Art

  • Plasma ray gun finished.

  • Thrusters finished.

  • Plasma cannon finished.

  • Inevitability glove WIP.

  • 60% of the rig completed.

  • Entrance2 completed.

  • Baseball bat items WIP.

Programming

  • Implemented Forward Thrust ability.

  • Implemented Deep Thinking ability.

  • Implemented Boosted Thrust ability.

  • Implemented custom cooldown effect.

  • Implemented custom cost effect.

  • Implemented editable damage.

  • Modified abilities cooldowns, cost and damage.

  • Implemented Snap jaw ability.

  • Implemented new stun gameplay tag state.

  • Implemented seeing red ability.

  • Implemented shared splinter ability.

  • Implemented sabers ability.

  • Implemented satellite crash ability.

  • Modified testing room and added interaction box to add abilities for each battle leet.

  • Implemented artic aura ability.

  • Implemented bouncing thrust ability.

  • Implemented handheld console ability.

  • Implemented lightweight leap ability.

  • Implemented Gamepad ability.

  • Implemented Berserk leap ability.

  • Added Clear all abilities button to Leet debug menu.

  • Implemented Thrusters ability.

  • Currently working on Harvest Laser ability.

  • Functionality to register and login created on backend (API).

WEEK 17: 2022-04-25

Design

  • Playtesting and improving skills.

  • Expanded size of the greyblock (design & art task).

  • Detected polish tasks for the programming team.

  • Added references for every skill on the skill list.

Art

  • Entrance1 texture finished.

  • Platform texture finished.

  • Wall1 Texture Finished.

  • Handheld console asset finished.

  • Saber asset finished.

  • Pickaxe asset finished.

  • Boxing gloves asset finished.

  • Changed the dimensions of the greyblock.

  • Plasma ray gun WIP.

  • Thrusters WIP.

  • Started the rig for the character.

Programming

  • Implemented nunchucks ability and added rotation penalty to baseball bat ability.

  • Added show leet (piece picker / skill selector) debug menu button.

  • Implemented zealous leap ability.

  • Implemented diamonds are forever.

  • Implemented simulate weakness ability.

  • Implemented Zero hands ability.

  • Implemented Zero chest ability.

  • Implemented Zero dash ability.

  • Implemented Zero face ability.

  • Implemented Nunchucks.

  • Implemented Diamonds are forever.

  • Implemented Simulate Weakness.

  • Implemented Boosted thrust.

  • Implemented Plasma ray gun.

  • Implemented Snapjaw.

  • Implemented Seeing red.

  • Implemented Shared splinter.

  • Implemented Plasma cannons.

  • Implemented Taxman.

  • Implemented forward thrust.

  • Implemented Deep thinking.

  • Made combo system to melee abilities.

  • Fixed damage counters with damage execution calculation.

  • Implemented Plasma ray gun ability.

  • Added Leet Debug Menu Cheat.

  • Changed ability icons.

  • Checked ability tags to be assigned correctly.

WEEK 16: 2022-04-18

Design

  • Playtesting Pipeline.

Art

  • Entrance2 - Low poly model w/ Bakes.

  • Stands - Low Poly model w/ Bakes.

  • Platform - Currently working on hp.

  • Gamepad asset finished.

  • Handheld device high poly stage ongoing.

  • Chest robe low poly and texture.

  • Boxing gloves high poly.

  • Nunchucks model and textures.

Programming

  • Implemented skill boxing gloves.

  • Implemented skill static discharge.

  • Implemented skill party rock.

  • Implemented skill baseball bat.

  • Implemented skill chameleon.

  • Implemented skill neo landing.

  • Implemented skill high roller.

  • Added BoxOverlap, SphereOverlap and CapsuleOverlap functions.

WEEK 15: 2022-04-11

Design

  • Added variant units and placeholder values.

  • Added skill references for the chest tab.

  • Added chest skills.

Art

  • Created the "stands" 3D model.

  • Created the "stands divisions" 3D model.

  • Created the "Entrance2" 3D model.

  • Finished the pistol asset (model, bakes, textures).

  • Started work on the gamepad model.

  • Created the robe high poly model.

Programming

  • Implemented interact to equip skills.

  • Resized room 1 and 2.

  • Polished room 2 with:

    • A mechanic in which the game will hold on until 2 players connect to start the match.

    • In case some player disconnects, the match resets.

    • Round won placeholder message.

    • Round timer to start.

    • Delay between rounds.

    • Delay between matches.

    • Match won placeholder message.

    • Put players back into initial position after each round/match.

  • Replaced and renamed stat modifiers areas.

  • Added interact prompt for each triggerable on the floor.

  • All the projectile skills now hide the mouse cursor.

  • Changed the camera distance to properly test the range of skills.

  • Added area of effect with point and release skill.

  • Modified projectile skills to be activated with right click.

  • Modified acquisition of abilities so it removes the ability with the same input.

  • Updated health slots on health increase.

  • Removed mannequins from battle level.

  • Implemented cost effect for abilities.

  • Added instant regeneration to the dummy and changed its texture to red.

  • Added ability tags and implemented energy stat modifier.

  • Added an option to equip the skill, being reflected in the keyboard input and UI skills showcase.

  • Added DoT mechanic.

WEEK 14: 2022-04-04

Design

  • UX - made changes to account for Emotes.

  • Documentation of Emote system, updated control scheme.

  • Proposal for "Body" skills.

Art

  • Finished modeling and baking "Wall_Asset".

  • Finished High and Low poly of "Entrance" asset, currently doing UVS.

  • Finished "Katana" asset (model and bakes).

  • Started "Katana" textures and "Pistols" model.

Programming

  • Fixed a bug where the parabola wasn’t being activated in multiplayer.

  • Implemented the damage counters.

  • Fixed head item.

  • Fixed parabola dropping fps.

  • Added particle in line travel behaviour.

  • Added particle in ground select.

  • Added numbers to health and energy bars.

  • Implemented ESC/P menu.

  • Implemented target dummy.

  • Added skill cooldown display.

  • Fixed hand skills being replaced.

  • Added a second room to try multiplayer with timed combat.

  • Capped framerate at 60 FPS to avoid GPU overheating.

  • Fixed a bug where the camera changed to first person.

  • Fixed death bugs.

  • Removed the second HP&MP bars.

  • Added numbers to the current HP&MP bars.

  • Added build hash to keep track while doing QA.

WEEK 13: 2022-03-28

Design

  • Skills for cases where a piece is missing.

  • Status effects reference chart.

  • Account progression system, first cut.

  • Emote system, first cut.

Art

  • 3D production of the environment started (walls).

  • 3D production for weapons (katana).

Programming

  • Added win condition by time, the player remaining with the most health wins.

  • Timer added to the HUD.

  • In-game scores are saved after each round, displayed in the HUD (On-time condition)

WEEK 12: 2022-03-21

Design

  • Zero Leet proxy designs, with temporal values.

  • Game flowchart documented.

  • Game UX documented.

Art

  • Finalized stadium concept.

  • Blocking of the stadium implemented on engine.

  • Individual concepts of the stadium assets (WIP).

Programming

  • Implemented click and confirm ability.

  • Added range to ground select.

  • Implemented line travel ability.

  • Reduced build size for server deployment.

  • Added utility functions to know when a player acquires a certain skill.

  • Modified Win Condition: Rounds (After any player wins 3 matches, the game stops resetting).

  • Added Buff/Debuff areas for Health and Energy.

WEEK 11: 2022-03-14

Design

  • UX for Main Menu: Play, Assemble, and Leets Screens.

  • UX for battle and round rewards, victory and loss.

  • Meeting with the leets team to solve some questions about game systems.

Art

  • Finished Battle Leet textures.

  • Fixed Battle Leet skeletal mesh structure and reworked some aspects of the model, UVs and textures.

  • Rigged the character with the UE skeleton.

  • Started the stadium concept: image concept, basic 3D blocking to imagine spaces and proportions.

Programming

  • Implemented Katana Skill.

  • Implemented Attribute Head and pickup abilities.

  • Moved pistol skill to item.

  • Gameplay HUD to see hp and Energy.

  • Equip mesh on item pickup on top of adding ability/stats.

  • Added placeholder Icons for abilities to the HUD.

  • Added Max Health and Max Energy parameters.

  • Implemented Pistol skill.

  • Added the winning condition.

WEEK 10: 2022-03-07

Design

  • Updated winning conditions (combat page).

  • Increased skills database.

  • Completed the "Zero Leet" design.

  • Started Game Flow chart.

Art

  • Retopology for base Battle Leet.

  • Textures for base Battle Leet.

  • Level greybox for space and sizes testing

Programming

  • Completed Technical Design Document.

WEEK 9: 2022-02-28

Design

  • Player movement and camera.

  • Control scheme overview.

  • Player values and parts (Battle Leets attributes) - WIP.

  • Combat mechanics - WIP.

  • Skills - WIP.

Art

  • Started retopology for one Battle Leet.

  • Exploring visual styles for the Battle Leet (in-game).

Programming

  • Started Technical Design Document.

  • Created project’s repository.

  • Started prototype: basic movement, isometric camera, added a couple of decals for visual representation of skills indicators.

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