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Events Log

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

20/12/2022 (979)

GAMEPLAY & IMPROVEMENTS

  • Changed the behavior of Lightning Leap: players are now able to move into the direction they desire, and they get an unique haste bonus that allows them to move very quickly
  • Changed the timings of the decals of Berserk Leap
  • Changed the timings of the decals of Snapjaw
  • New particles have been added to the following antenna’s skills:
    • Snapjaw
    • Lightning leap
    • Berserk leap
    • Forward thrust
    • High roller
    • Blind navigation
    • Pong thrust
  • The tutorial is now available to play
  • Added music to the tutorial and practice room

USER INTERFACE

  • The username is now properly displayed in the main menu UI
  • Enabled the leaderboards sub menu. Players are now able to see a weekly leaderboard that contains the top 10 players and their last used hands attribute
  • Changed the user interface of the practice room
  • Added images to the more sub menu
  • Added a pause menu in game, allowing players to enter the settings sub menu
  • Adjustments to the emote system:
    • Increased the duration of the emote
    • Prevented spawning of double emotes
    • Prevented display of blank emotes
    • Emote Wheel spawns from mouse position
  • Changed the buttons from the Login Screen
  • Updated the renders from the 2v2 and 3v3 pictures

BUGS

  • Fixed an issue that caused the snowball to not deal any damage
  • Fixed an issue that allowed the players to click on the news button
  • Fixed an issue that caused players to see the Battle Leet in other main menu tabs that weren’t the collection tab
  • Fixed an issue that caused the force field to spawn in the Tutorial and Practice room
  • Fixed an issue that caused a crash when playing in the practice room
  • Fixed an issue that was causing the Battle Leet to keep rotating when the in game settings menu was opened

14/12/2022

GAMEPLAY & IMPROVEMENTS

  • Beat drop now has a quicker casting animation
  • Splinter barrage damage has been reduced
  • Static storm damage has been reduced
  • New particles have been added to the following antenna’s skills:
    • Zero antenna
    • Radar navigation
    • Lightweight leap
    • Berserk leap
    • Bouncing thrust
    • Boosted thrust
    • Forward thrust
    • High roller
    • Blind navigation
  • Made additional adjustments to improve the accuracy of the handheld console attack
  • Added the chest energy skill points
  • Improved the boosted signal asset in the collection menu
  • Added music for 1v1 matches
  • Health pickups now reset at the end of each round

USER INTERFACE

  • Enabled the emotes sub menu. Players are now able to equip up to four emotes and show them in battle!
  • The health and energy cheats from the practice room now provides a full bar
  • Added a rarity outline in the collection menu. Players are now able to see the rarities of each attribute
  • The username is now properly displayed in the main menu UI
  • Enabled the leaderboards sub menu. Players are now able to see a weekly leaderboard that contains the top 10 players and their last used hands attribute (NOT YET IN PATCH)
  • Added playground and tutorial renders
  • Added a button to reset the controls to default in the control settings menu

BUGS

  • Fixed an issue that was causing some projectiles to deal double damage if too close (applies to ranged weapons)
  • Fixed an issue that was causing the golden sanctuary particles to display incorrectly
  • Fixed an issue that caused players to be able to stack the particles of the health pickups (especially in the practice room)
  • Fixed an animation that was causing the battle leet to hold the weapon incorrectly when using the mental blast skill
  • Fixed an issue that allowed the static storm skill to be interrupted if pressing the R key multiple times in rapid succession
  • Removed the casting bar from all the skills that were currently using it
  • Fixed an issue that was causing the metal hawk skill to hit multiple targets
  • Fixed an issue in which the inevitability glove beam was stopping the oversized shuriken skill
  • Fixed an issue that caused thrusters to not apply chill touch even if the player used a face skill that allowed it
  • Fixed an issue in which the gamepad was causing double damage if clicking too quickly
  • Fixed an issue that allowed the gamepad to cause double damage while having the overclock status effect
  • Fixed an issue with the control settings being displayed incorrectly
  • Fixed an issue that was causing the mental blast projectiles to collide with a wall if the battle leet was too close to it and was looking in the opposite direction
  • Fixed an animation that was causing the battle leet to hold the weapon incorrectly when using the berserk leap skill
  • Fixed an issue that allowed on player to start the match with an empty health bar
  • Fixed an issue that was causing the plasma ray gun to multiply the damage if hitting multiple enemies at the same time
  • Fixed an issue that was causing to stack multiple particles from the health pickups in the practice room
  • Fixed an issue in which the health pickups were not being picked if the player was on their spawning location before they actually spawned

30/11/2022

GAMEPLAY & IMPROVEMENTS

  • Adjusted the area of effect of the handheld console to correctly display the landing of the thunder particles
  • All of the face durations and cooldowns have been tweaked:
    • Cooldowns have been set to 10 seconds
    • Positive effects now last 5 seconds
    • Negative effects now last 2 seconds
    • Powerful effect removed from seeing red
  • Overclock effect has been added to golden sanctuary
  • Snowball initial damage has been increased
  • The dummies of the practice room now display a white effect when being hit by a player & the particle effects when being struck by a skill
  • Players are now able to hover over an skill (in-game) to see its description
  • Improved the interaction between the fog of war and certain skills

USER INTERFACE

  • Enabled settings menu: includes controls, graphics and & sound sub menus
  • Changed the practice room skill menu
  • Changed the text when starting the round
  • Improved the round point visualization of the game hud
  • Improved the position of the “no energy” and the “next round starting…” texts

BUGS

  • Fixed an issue that caused the gamepad to do double damage
  • Fixed an issue where the plasma discharge particle was displaying incorrectly
  • Fixed an issue that was hiding the HP&MP bars from the enemy players when the first round started
  • Fixed an issue that was causing the thrusters to gain energy by holding the left click without having to hit the enemy multiple times
  • Fixed an issue that was causing golden whipclaw to do double damage and in some cases, kill enemies instantly
  • Fixed an issue that was causing the handheld console to create an invisible barrier in front of the player
  • Fixed an issue that was causing the resistant shields to stack
  • Fixed an issue that was causing the unbreakable shields to stack
  • Fixed an issue that was causing the mental blast projectiles being invisible
  • Fixed an issue that was reseting the cooldown of the plasma ray gun if continously used
  • Fixed an issue that was causing the glass lance particle to be invisible
  • Fixed an issue that was causing the plasma cannon particle to be bigger than the first time it was used
  • Fixed an issue that was causing the zero head particle to spawn above the player
  • Fixed an issue that was causing players to start with the Eleet variant
  • Fixed a typo when looking for a match
  • Fixed an issue that was causing the chill touch particles to stack
  • Fixed an issue that was causing taking the player to the login screen after quitting the practice room
  • Fixed an issue that was causing incorrect match behaviors when there was a tie

25/11/2022

GAMEPLAY & IMPROVEMENTS

  • Improved the fog of war
  • Improved the environmental fog from the battle arena
  • Rare, Epic & Legendary attributes have been buffed:
  • Pickaxe damage has been increased
  • Sabers damage has been increased
  • Lightweight leap now does damage
  • Radar navigation damage has been increased
  • Pong thrust damage has been increased
  • Berserk leap now does damage
  • Curveball damage has been increased
  • Sucker punch damage has been increased
  • Spartan laser damage has been increased
  • Slow added to silver mist
  • Mental blast damage has been increased
  • Midas punch damage has been increased
  • Dragon breath damage has been increased
  • Bad reception now does damage
  • Seek shelter now provides powerful
  • Overclock now provides haste
  • Snowball damage has been added at the start of the cast
  • Glass lance damage has been increased
  • Gamepad can now be used continuously while holding the left click or proper input
  • Handheld console damage and energy given have been increased
  • The area of the handheld console skill now disappears immediately as soon as the executing is complete
  • The energy given from the plasma ray gun has been reduced
  • Forward thrust has been revamped: the longer the player charges the skill, the farther it travels and the more damage it does
  • Added damage to snawjaw
  • Positive status effects (i.e. powerful, haste) duration has been increased
  • Descriptions for safe hero and silver mist have been updated
  • Golden whipclaw damage has been reduced
  • Static storm can no longer be canceled if pressing R again during its cast
  • Added proper messages display for the login screen

USER INTERFACE

  • Added ultra wide screen support
  • Added rounds visual indicator to the game hud. A green square will be shown when the round is won, and a red square when its lost
  • Improved the background detail from the main menu and all of the sub menus
  • Improved the text position on the main menu tabs
  • Partial improvement of the energy points of the game hud

BUGS

  • Fixed an issue that was causing health and energy bars to act incorrectly with the damage done and energy spent
  • Fixed an issue that was causing the health and energy bars to disappear in round 1
  • Fixed an issue with the dummies and the practice room, in which they appeared to be floating
  • Fixed an issue that was causing the handheld console particles to be invisible
  • Fixed an issue that was preventing the player score from being displayed correctly
  • Fixed an issue that was causing the inevitability glove to provide energy even if it was not used on an enemy player
  • Fixed an issue in which golden sanctuary was blocking the player own projectiles
  • Fixed an issue with the sucker punch particles
  • Fixed an issue in which the combination of party rock and unbreakable were causing the shield particles to stack and never disappear
  • Fixed an issue that prevented the gamepad particle to spawn
  • Fixed an issue that prevented the variants effects to work properly
  • Fixed an issue that was causing double damage with radar navigation
  • Fixed an issue that was preventing plume to teleport to the proper location
  • Fixed an issue that was causing players to lose energy in the practice room
  • Fixed an issue in which the tooltips from the attributes and skills was not showing the same description

18/11/2022

GAMEPLAY & IMPROVEMENTS

  • The Thrusters no longer slow enemies
  • The attack speed of the Pistols has been increased and its damage reduced
  • The damage of the Inevitability Glove has been increased and the energy given has been reduced
  • The speed of the Gamepad has been reduced
  • The damage and the energy recovered of the Handheld Console has been increased
  • The Plasma Ray Gun movement speed has been increased
  • The Plasma Cannons attack speed has been increased
  • The damage of the Zero Hands and Boxing Gloves has been increased
  • The energy provided from the Baseball Bat has been reduced
  • The damage of Radar Navigation has been increased
  • The Pong Thrust damage and stun duration has been reduced
  • Mental Blast can be used while in movement
  • Increased the damage and stun duration of the Frozen Screen
  • Increased the mute duration of Reboot
  • Increased the duration of the buffs & debuffs of the Face attributes
  • Reduce the anticipation time of Ambush
  • Added Overclock to Unbreakable and increased its duration
  • Increased the area of Golden Sanctuary. Provides positive status effects to the users
  • Increased the thickness and damage of Golden Whipclaw
  • Reduced the stun time of Glass Lance
  • Decreased the damage from Powerful status effect
  • Changed the energy costs from Antenna, Head and Face attributes
  • Added Fog to the playground and battle arena
  • Added a message when connecting to a duel
  • Added general fixes to the Matchmaking System
  • Removed P input to quit game
  • Improved performance across the whole game

USER INTERFACE

  • Changed various elements from the match user interface
  • Collection pages now start from 01 instead of 00
  • Scores now show colors every time a player wins/loses
  • Fixed an issue with the collection tooltips displaying text incorrectly
  • Added text highlights to tabs and sub-tabs
  • Fixed text typos
  • Fixed an issue that showed the incorrect game pad inputs

BUGS

  • Fixed an issue that was causing the Plasma Ray Gun to not provide energy
  • Fixed an issue in which Thrusters were recovering energy with 1 hit
  • Fixed an issue that caused the Snowball (Artic Camo) was not doing the proper damage per distance traveled
  • Fixed an issue in which Bouncing Thrust was showing a debug laser
  • Removed debug messages when using a game pad
  • Fixed an issue from displaying players energy bars incorrectly
  • Fixed an issue that allowed Pong Thrust to stun the target behind the player
  • Fixed an issue that prevented the VFX of the Spartan Laser to be displayed properly
  • Fixed an issue that prevented the VFX of Ambush to be displayed properly
  • Fixed an issue that allowed players to get more than 1 point per round
  • Fixed an issue that caused various damage from the Zero Head
  • Fixed an issue that prevented players from replenishing energy before the next round
  • Fixed Zero Chest not doing damage when too close to target

WEEK 42: 22-10-17

DESIGN

  • UX wireframes for next iteration.
  • References for UI design.
  • Gamepad feedback.
  • Droid feedback.

ART

3D:
  • Modified entrance blockade´s flag.
  • Painted new landscape textures.
UI:
  • Worked on 22 Emotes.
  • Adjusted skill and status effects icons.
Technical Art:
  • Added finite energy particles.
  • Worked on Snowball particles and montage.
  • Imported new assets to GameplayTest Map.
  • Built light and adjusted ESRT material parameter.
  • Imported all BattleLeet skeletal meshes and inevitability glove version.
  • Created BattleLeet preview mesh collection.
  • Created second landscape material, fixed nomenclature, added parameters to the Master Material and created blend test landscape (map).
  • Added BattleLeet level sequence for render and imported wheel and bottom combined skeletal mesh.
  • Enabled never stream textures option.
  • Added rocket landing montages (intro/outro), worked on particles too.
  • Adjusted BattleLeet arms skeletal meshes due to overlapping issues with weapons.

PROGRAMMING

Gameplay:
  • Finished the implementation of the variant behaviors.
  • Fixed issue with leet material in the spectator mode: was causing extreme weird visual issues with the battle leets.
  • Fixed invisibility when entering and exiting the spectator mode.
  • Changed call command when equipping skills with debug menu.
  • Fixed a bug with the death leet body moving through the landscape and environment.
  • Started the first iteration of gamepad inputs working on the main menu.
  • Implemented all of the elemental droids.
  • Added keyboard inputs settings.
  • Added gamepad inputs settings.
  • Fixed a visual bug for energy pickup.
  • Fixed a bug in ambush ability.
  • Fixed a bug of casting montages which didn’t hide hands.
  • Limited stun effect stacks.
  • Fixed a bug which stuck UI SE icons.
  • Added login screen to game flow.
  • Added matchmaking through sockets
  • Credentials in the login screen can now be saved.
  • Finished optional sound cue for Play Montage and Wait for Event node.
  • Added support for variant meshes.
  • Added BattleLeet variant to Data table.
  • Fixed BattleLeet chest issues with meshes.
  • Fixed BattleLeet arms issues with meshes.
  • Changed give mesh implementation for all hands abilities.

WEEK 41: 22-10-10

DESIGN

  • Balance changes in head, antenna and chest.
  • Changed pickups locations.
  • Proposals on how to highlight when the player is out of mana.
  • Leadersboards, achievements and encounters UX.
  • Gamepad control documentation.
  • New variants effects documentation.

ART

3D:
  • Worked on new versions for the camo, arctic camo and gold chest.
  • Worked on engine integration for the new arches.
  • Set tubes and pipes in engine.
  • Adjusted scale of plants and rocks in engine.
  • Changed the leather flag of center wall.
UI:
  • Worked on 22 emotes.
  • Worked on Heal over time and Energy over time icons.
Technical Art:
  • Changed Dragon Breath particles as requested.
  • Imported Battle Leet skeletal mesh, created and assigned materials.
  • Enabled local space from Healing and Overclock particles.
  • Polished floating curve and montages from Static Storm.
  • Started to work with Whipclaw particles (possible changes).
  • Fixed chest turbines not being emissive.
  • Made energy pickup particles infinite as requested (placeholders).
  • Started Ambush particles rework.
  • Updated chest renders on HDRI map.
  • Changed Character skeletal mesh to lighting channel 0 due to overexposed materials.
  • Reorganized level lighting channels by assets and characters.
  • Added energy recovering particle (placeholder).
  • Started to work with Golden Sanctuary particles and montage.
  • Edited IntelliDome glass material (needs to be tested).
  • Created snow master material, cast montage and replaced it on the game ability.
  • Edited Ambush animations.

PROGRAMMING

Gameplay:
  • Rework bad reception ability.
  • Preventing healing over time effect (VFX) stacking.
  • Added cheat to get ability by approximate name.
  • First iteration for implementation of input gamepad.
  • Replicate projectiles and reduce area of effect size of bad reception ability.
  • Iterated the emote system to work more closely to the game design references (LoL).
  • Started the implementation of the variants new behaviors.
  • Changed behaviour of Red Lightning ability.
  • Increased Leet max health.
  • Increased health and time regen of health pickups.
  • Levitation is now simulated in Static Storm.
  • Increased Ki Blast montage play rate.
  • Added energy pickups (as well as its particle).
  • Increased dummy default values
  • Added a small delay of activation for Ambush ability.
  • Divided floating status bar to 10 health blocks again.
  • Blocked rotation for High Roller ability.
  • Updated ambush ability server projection to avoid particle stacking.
  • Changed plasma discharge behavior (missing particle).
  • Fixed immune getting stuck in golden sanctuary ability.
  • Reduced 50% of handheld console and gamepad abilities cooldowns if overclocked.
  • Fixed gamepad projectile.
  • Fixed VFX getting stuck.
  • Implemented air droid.
  • Acquire abilities with level.
  • Added particle system that keeps relative rotation.
  • Added particle parameter to spawn niagara without rotation.
  • Added particle system without rotation to particle system 2.
  • Added droid tab to assemble.
  • Added animation to ultimate UI.
  • Ultimate change border color when charge (without cooldown and enough energy).
  • Change chests costs to be three points in ui.
  • Reimport render images.
  • Turn on and off energy points.
  • Fixed Inevitability Glove variant issues.
  • Fixed Projectiles Spawning on the other side of a wall.
  • Modified given meshes for hands to include arms.
  • Added line decal to Pong Thrust.
  • Fixed Frozen Screen wall behavior.
  • Worked on Play Montage and Wait for Event optional Sound Cue.
Backend:
  • Architecture with gamelift was done.
  • Migrated API calls to lambda functions using websockets.
  • SNS set up to notify lambda functions when a game sessions is created to return to client when a game sessions is ready for users to play.
  • small migration of database from MongoDB to DynamoDB.
  • General testing for this new architecture and its components listed above.

WEEK 40: 22-10-03

DESIGN

  • Balance changes proposals and implementation (Hand, Antenna, Head, Face, Chest).
  • Adjustments Skills proposals (Pickaxe, High Roller, Red Lighting, Dragon Breath, Spartan Laser, Sucker Punch, Bad Reception).
  • Pick Ups new documentation; added to the map as well.
  • Variants passives documentation and UI proposal.
  • Drones passive abilities (with level ups) and level documentation.

ART

3D:
  • Adjusted Center Ground Textures.
  • Imported pipes and cables in Engine.
UI:
  • Worked on emotes sketches.
  • Adjusted the chest renders.
  • Adjusted the hand renders.
Technical Art:
  • Updated Diamond chest render on HDRI map.
  • Edited Static Storm/Removed chest vfx and game ability.
  • Edited KiBlast/Robe montage and game ability.
  • Work on Ambush vfx and game ability (wip).
  • Imported cast animations by parts (including release loop) and created respective montages.
  • Polished Baseball bat attack_03 particle spawn point.
  • Created intro and loop montages for splinter barrage ability.
  • Modified splinter barrage projectile particles.
  • Updated fractured chest static mesh for render.
  • Adjusted particle offset from:
    • Frozen Screen
    • Reboot
    • ShutDown
    • PlasmaCannons
    • Plasma RayGun
    • MentalBlast
    • Pistols
  • Extended pistols particle lifetime as requested.
  • Started to work with GoldenWhipclaw/TChain ability.
  • Incremented Splinter Barrage projectile number.
  • Modified Static Storm montage, added levitating leet part.
  • Adjusted GoldenWhipclaw ray size.

PROGRAMMING

Gameplay:
  • Implemented spectator mode.
  • First implementation of emotes.
  • Reworked the system to cancel hold and release skills.
  • Changed how battle drone applies damage.
  • Antenna now cancel casting abilities.
  • Fixed mental blast projectiles not being destroyed on canceled.
  • Fixes in battle drone and added mesh.
  • Changes in battle drone.
  • Added debug category selection.
  • Made character's health and energy editable values.
  • Now drone NPC can be equipped and unequipped.
  • Created Login screen widget.
  • Added intangible while casting static storm.
  • Changed ambush ability.
  • Changed spartan laser ability.
  • Finished custom editor module documentation.
  • Finished custom content browser filters documentation.
  • Fixed floating spectator mode and hid leet on active.
  • Fixed BaseProjectile location offset relative to leet.
  • Adjusted offset of several Head and chest abilities.
  • Attempted to fix variant color of arms in Inevitability glove.
  • Fixed bug that spawned impact particles at 0,0,0 when casting projectile directly on wall.
  • UI:
    • Finished custom editor module documentation.
    • Finished custom content browser filters documentation.
    • Fixed floating spectator mode and hid leet on active.
    • Fixed BaseProjectile location offset relative to leet.
    • Adjusted offset of several Head and chest abilities.
    • Attempted to fix variant color of arms in Inevitability glove.
    • Fixed bug that spawned impact particles at 0,0,0 when casting projectile directly on wall.
Backend:
  • Fixed some steps on Jenkins to create fleets for game servers when a new build is released.
  • Worked on new architecture using lambda instead of web server instance for API.
  • Checking how to integrate our API with battleLeets API.
  • Started working on a new matchmaking system integration gamelift.

WEEK 39: 22-09-26

DESIGN

  • Updated UX files.
  • Main documentation updated in Miro.
  • Started tweaking the values of damage and cooldowns for game balancing purposes.

ART

3D:
  • Made center ground textures and tested in engine.
  • Fixed MetalHawk mesh and textures.
  • Fixes to the fractured chest.
  • Created another version for the diamond chest (textures).
  • Created silver version for the halo-met (textures).
  • Fixed gold chest textures.
  • Integration of droids and textures in engine.
  • Fixed baking issues on the arches (textures WIP).
UI:
  • Made small changes to the items’ renders.
  • Small updates on the UI hovers and buttons.
  • Reworked the chest and face icons.
Technical Art:
  • Requested Ray vfx.
  • Removed sRGB from masks and created a material instance for blue droid.
  • Reworked Silver claws vfx. Added sounds, delays and systems at locations.
  • Started to work on chest montages (KiBlast/Robe).
  • Fixed Safe Hero’s screen not being emissive.
  • Edited healing particle loop duration.
  • Reimported textures and reworked fractured chest skeletal mesh. Replaced it on the data table.
  • Deleted unused textures.
  • Updated halomet textures (green and silver).
  • Updated MetalHawk skeletal mesh, reimported textures.
  • Updated /gold chest textures, deleted wrong ones.
  • Fixed diamond texture/shader, added skeletal mesh and replaced it on the data table.

PROGRAMMING

Gameplay:
  • OnHold skills can now be canceled if pressing ESC before executing them.
  • Fixed a bug where the player was gaining energy even if it wasn’t hitting the enemy.
  • Added auto destruction cheat.
  • Fixed a bug that allowed dead players to rotate their battle leet.
  • Fixed a bug where the battle leet didn’t look forward when executing the radar navigation skill.
  • Fixed a bug where the reboot projectile wasn’t spawning.
  • Added energy points in chest skill.
  • Set all chest skills with an energy cost of 2.
  • Fixed static storm stacking particles.
  • Fixed a bug that allowed the gamepad boomerang projectile to stack.
  • Added is valid to silver claws projectiles.
  • All projectile debug spheres are now hidden in the projectile skills.
  • Removed the delay from gamepad ability.
  • Fixed the snowball damage not being reset and spawning ball in front of character.
  • Fixed seeing red getting stacked.
  • Fixes to forward thrust.
  • Fixed forward thrust particles getting stuck.
  • Fixed boosted thrust and Zero antenna doing double damage.
  • Created battle NPC.
  • Updated status effect from Slow Hands to Chill Touch.
  • Changed intangible effect to duration set by caller and updated abilities using it.
  • Gave the dummy its own set of attributes.
  • Extended intangible effect given by Ambush ability.
  • Implemented HP Pickups.
  • Adjusted animation playrate of Radar Navigation.
  • Added hit particle to Golden Whip Claw.
  • Fixed several visual and gameplay issues on Silver Claws ability.
  • Fixed Ki Blast not hitting twice.
  • Adjusted Line Decal length for several Antennas to match travel distance.
  • Reduced Forward Thrust travel distance relative to decal length.
  • Hid LeetCollisionIndicator on HideHUDMenu command.
  • Added custom content browser filter for gameplay abilities.
  • Started content browser filter documentation.
  • Implemented spectator mode cheat.
  • Hid LeetCollisionIndicator on spectator mode.
  • Extended buffs and debuffs to 10 spaces.
  • Change to a new font menu.
  • Reordered menu tabs.
  • Change the zero head icon.
  • Change selected style of menu buttons.
  • Menu feedback.
Backend:
  • Implementation of gamelift in order to create game servers and game sessions limiting players to join.
  • Implementation of gamelift on API to create game sessions using backend architecture.

WEEK 38: 22-09-19

DESIGN

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

ART

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

PROGRAMMING

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

WEEK 37: 22-09-12

DESIGN

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

ART

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