userJarryd Campicancel
branchEphyra/mastercancel

85 Commits over 92 Days - 0.04cph!

7 Years Ago
Potentially fixed a bad angle calculation in CalculateAttackAngle
7 Years Ago
Added a wip kick move for sword guys Added a smoke teleport ability to the ranged enemy
7 Years Ago
Fixed AI getting stuck in attacking state GoIdle animation event was being ignored if the unit was attacking, which prevented AI from switching to Idle
7 Years Ago
More shield charge stuff Really bad effect, impact causes damage
7 Years Ago
More ability use cleanup/tweaks
7 Years Ago
More wip shield charge stuff Shield Charge now knocks down units in path AI now has the ability to declare if they have a special ability Want to use this for various unit specific stuff like kicks, shield bashes, etc
7 Years Ago
Seem to have fixed Time Of Day not working
7 Years Ago
Trying out a new shield bash enemy, pretty bad right now Not quite working yet
7 Years Ago
Added a LoadObject Library node Seems to work better than the AssetRegistry, even though it's mostly doing the same stuff. Old AssetRegistry logic is still there if we need it.
7 Years Ago
Added the fire bomb to the loot array
7 Years Ago
New Fire Bomb projectile Belt objects now store their projectile instead of using a if sequence on CharacterBase Bomb carrying effect removal Getting frozen while carrying a fire bomb will now trigger the bomb and clear the effect locally. Also works in the inverse for freeze bombs and fire traps. Updated Whats New
7 Years Ago
Debug Widget now shows names of unused modules
7 Years Ago
Debug Widget can now show lifetime module stats Also fixed game not saving if a high score wasn't reached
7 Years Ago
Added a light source to the fire trap Some more info on Debug Widget Lists what modules ahve been spawned as well as how many m,odules haven't been seen in this run. Also added a custom spectator pawn so we can see the debug widget when running the game with simulate.
7 Years Ago
Time of Day system now cycles through glow colours +More Time of Day value tweaks
7 Years Ago
Increased burn damage on AI Units, breaking a torch now sets the attacking unit on fire
7 Years Ago
Combat animation changes Melee bots will now finish their attack instead of stopping mid-animation Override attack anims on AI characters are now an array that gets used randomly New combo for Sword guy MovementState is now set through a method on CharacterBase, not by directly setting the variable (makes debugging easier) Added a new combo montage for the sword guy, randomly picks between that and the old behaviour Fixed being able to climb on other unts Added a GetAllActorsOfClass to DoLedgeTrace which is probably bad for performance - I think this was a recent regression (last successful steam build doesn't have this issue) so not entirely sure what's changed. New combo for big sword guy Just one attack, his size makes it difficult for animations to work (swings above players head, sword hits ground,etc) Barrels can now burn Wooden shields can now be set on fire and destroyed by fire Status Effects applied to an actor are now automatically applied to any attached actors, so wooden shield gets set on fire when the holder is set on fire.
7 Years Ago
Grenades now do x3 damage when used by the player
7 Years Ago
Some effect visual stuff Added exposed interval and initial delay controls to fire trap
7 Years Ago
Fire trap now deals damage
7 Years Ago
Unsaved stuff
7 Years Ago
More level/floor cleanup
7 Years Ago
More floor overlap logic -Added a Box Overlap with Rotation node to the function library -Back to using classes and not spawning/destroying modules (old logic is still in place) -Filled in data for the new corner module -Can turn on debug mode on Gate to auto-generate a level (good for simulating level gen without having to play) -Fixed a bunch of AI stuff throwing exceptions while game is running in simulate mode -New floor logic works from an array of connectors so all of the possible connections on a module should be evaluated
7 Years Ago
Added a fire trap that burns actors
7 Years Ago
More status effect reworks -Particle FX and SFX are now stored on the effects manager and are spawned/removed by the manager -Can now specify per-actor what effects are valid -Added a burning effect with FX, no in-game way to triggger it right now
7 Years Ago
Fixed wrong equip slot on torch
7 Years Ago
Removed some logs Modules can now set a prerequisite module A module won't be spawned until the player has seen the prerequisite module. Modules encountered by the player are counted and stored in the Stats class
7 Years Ago
Refactored exisitng freeze effect into a new StatusEffectsManager Should be able to support more status effects going forward (poisoned/on fire/electrocuted/etc) and allows for status effects to be applied to non-character actors. Added the manager to the spinning trap, so freeze grenades will now freeze it's movement for 10 seconds.
7 Years Ago
Hopefully fixed build errors in ItemInfo struct Might explain weird data loss on interactable items
7 Years Ago
Fixed a bunch of items with incorrect iteminfo Affected shields, keys and grenades
7 Years Ago
Fixed unit "hopping" when hit IsInAir on AnimBP will now be false if the character is being pushed
7 Years Ago
Really WIP weapon switching and better flee management for AI's Should only affect ranged enemies, probably still has issues
7 Years Ago
Unsaved stuff
7 Years Ago
DeathVolume now destroys any items that fall off the world Also fixed bombs not flying correctly if the player throws them off the world and bombs not cleaning up their decal if they miss their target
7 Years Ago
First pass on a system for detecting active module overlaps Still has some rotation/detection issues and isnt working on ghosted modules, but it's a start
7 Years Ago
Brightened night-time, fixed ai not dropping keys
7 Years Ago
Fix PlayerController consuming inputs on gamepad
7 Years Ago
Can now toggle the debug view with f9 Hopefully fixed player movement breaking when frozen in mid-air
7 Years Ago
Unsaved changes
7 Years Ago
Clamped hieght of dropped keys so that they should reliably appear above the ground
7 Years Ago
Player will now automatically equip starting items after first run Game restart logic now happens in GameInstance, session management should probably live there
7 Years Ago
Fixed being able to open a chest while standing on top of it Refactored some Interactable logic to make it easier to put a different interactable primitive trigger on an object. To put a new trigger: Make a new primitive and override: GetInteractableTrigger Subsciribe to the Begin/End Overlap events for the new trigger Look at LootChest to see an example, made a new box collider for the cehst so it can only be opened from the front (not top or back)
7 Years Ago
Started detecting gamepad/mouse keyboard changes Internal logic in place, just needs new assets Player now holds torch steady in front of body
7 Years Ago
Fixed Whats New Menu option not fading out properly Also fixed whats new showing every boot
7 Years Ago
Reworked What's New screen to be more dynamic and have gifs!! Seriously, gifs! Can also now open the What's New screen again after closing it
7 Years Ago
Replaced some IsStandalone checks with IsRunningInEditor Pretty sure IsStandalone will always be true in this game (we have no MP)
7 Years Ago
Added a really dull light to the player at night Parented to camera, should be really subtle
7 Years Ago
Fixed AI's getting stuck after being staggered
7 Years Ago
Tweaked stagger behaviour Character now stores an attack counter, goes up each time the character attacks AI can now no longer be staggered if they haven't done an attack since their last stagger
7 Years Ago
Disabled physics bone animations Think this is what was causing bad hit detection during combos