> For the complete documentation index, see [llms.txt](https://whitepaper.gmr.center/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.gmr.center/battle-leets/events-log.md).

# Events Log

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

{% hint style="info" %}
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.
{% endhint %}

### 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.
