v0.0.2 Patchnotes


ADDED:

-Added the upgrade interface.

- Simultaneous spawning for all enemy spawners using a "Wave Start" Interactable.

- Wave Start Interactable

- A screen for when the player died.

- GameMode part of the respawn functionality has been implemented, we still need the player to actually respawn 

- Added tower specific upgrade structs for the upgrade data table.

- Added basic tower upgrade struct.

- Added a get UI text function to the upgrade interface.

- A text widget specifically for the build menu for upgrading

- Added code base class for build interact text.

- Code interface files that help with the upgrade menu, An upgrade menu, this will be used later for more implementation

- Added more functions to the upgrade interface.

- WaveManager for wave spawning system

- Necessary data files for wave spawning.

- A text widget for the list that will be shown in the upgrade menu for the stats of the upgrade (currently not working)

- The audio classes for each audio in the settings., The save game for the settings.

- Placeholder variations of BaseEnemy to test Wave Spawning with different enemies

- BP_JetpackMan

- Animations and model assets for JetpackMan weapon

- BP_Revolver

- Idle animation for BP_Revolver

- Primary Fire animations to BP_Revolver

- Added functions to choose a towers upgrade path.

- Animation for Secondary Fire of BP_Revolver

- Walking/Running animations for BP_Revolver that blend with the Idle

- Added loot crates that will give you a random item base on the items drop rate.

- Added upgrades to the mortar tower.

- BP_SwordDude and BP_Sword

- Animations and assets for Sword Character

- Idle, walking, running, primary fire and secondary fire animations to BP_Sword

- Added base collectible where we can make all types of collectibles 

- Player disables input when it dsies and re-enables when it respawns.

- Started working on the first enemy camp 

- BP_HarpoonGuy and BP_HarpoonGun

- Assets and Animations for Harpoon Character

- Idle, walk, run, primary fire and secondary fire animations to BP_HarpoonGun

- The enemy camps now spawns a set amount of enemies 

- BP_Rocket projectile

- Added a placement preview when in build mode

- One new sound effect for the audio menu when the player releases the sfx slider, and a new track that player when the player is on the audio menu. That track mostly adjusts dynamicly with the music slider

- Options menu that is for both the pause and main menu.

- BP_Harpoon, BP_Grapple

- Basic Character Select menu ( Right now you cannot enter the game with that specific character), but you can see the characters info.

- Jetpack mode for E_JumpTypes

- Added the prototype expedition map 

- A new attack sound for the sword guy.

- System that allows game mode change during level opening

- Some new sounds for the harpoon guy.

- Two new sounds for the jetpack dude

- Characters can be selected from the main menu and chracter selection persists throughout maps

- on resource update added

- Volumes blocking volumes to the expedition map 

- Added building preview blueprints.

- Player's inventory gets added to the base on the start of the level, fixed the win cube bug

- Added the terrain test map to the build map list.

- Added invisible walls outside of the main map to prevent players from going outside of the death plane.

- Player can see resource count on expedition


CHANGED:

- Updated the placement base class to implement the upgrade interface

- Updated redirector references.

- Updated the player to allow upgrading of buildings when the "E" key is pressed in build mode.

- Spawners no longer have a health component

- Spawners no longer spawn in time intervals by default (must be triggered)

- Added UI text to Start Wave Interactable

- Upgrading buildings now costs main resource.

- Teams are setup for both enemies and the player. Can be adjusted using variables from the base Enemy and base Player.

- Multiple resources can now be spent on building upgrades.

- Interactables now receive a reference to the object that interacted with it.

- The player can pause and their HUD will go away.

- The player's HUD will go away when they pause and will come back when they unpause.

- The player fps and build HUDs have controls that were missing before visual shown to the player now

- The options in the main menu and pause have an updated controls menu with the missing controls

- Updated the upgrade interface to work with blueprints.

- Updated the build upgrade text to access the upgrade interface.

- The file structure in the UI folder

- The base player blueprint's input for the upgrade is expanded

- Player now respawns and it's health gets set to max health.

- Spawner no longer spawns infinitely, only spawning waves assigned in the DT_Waves data table

- Updated the resource building to implement the GetUpgradeStats interface function.

- The upgrade menu has some new functionality for the stats

- Updated most buildings to set the name variable.

- List entry now correctly grabs the data, The Upgrade menu shows the data from the entry list

- Updated the UI code wrapper for the upgrade interface to include more interface functions.

- The upgrade menu now tells the user which tower they are upgrading

- Updated upgrade UI to now display upgrade costs.

- Updated the code upgrade UI interface to include a getter function for the tower upgrade level.

- Updated the resource building to have the correct grid size.

- All the audio is connected to a class so their volumes are controllable

- The HUDS have been updated with new controls.

- Some of the controls in the build mode have been tweaked to make it easier to rotate.

- The win/lose menu's now get rid of the player's HUD when it shows up.

- The audio options menu is now more fleshed out with sliders to control the volume.

- WaveManager now handles spawning a whole raid (multiple timed waves of enemies) on a single trigger

- Start Wave interactable now starts Raid and not a single Wave. 

- Waves are now designed to spawn an amount of each type of enemy, spread across all spawners randomly and not an amount of each enemy at EVERY spawner.

- Destroyed buildings are now removed from the grid.

- Towers now display the upgrade stats.

- Updated the upgrade interface now includes functions to choose a towers upgrade path. Updated the upgrade interface to include a function to cheack if a building is a tower.

- The apply button for the audio should no longer break

- Updated upgrade interface to include a function for checking if a tower has had a path chosen.

- Updated the basic tower to call path specific upgrade and firing code. Updated tower projectiles to not collide with each other.

- Updated the placement testing map.

- Now loot crates can only be interacted with once

- Now player checks if actors that ends overlap is the same as the one set on begin overlap 

- The main menu now also has the audio settings working and it transfers into the gameplay.

- The upgrade menu has some slight changes for getting the switcher to work

- The Upgrade menu has some changes

- Resource Interface now has get resource, and get name 

- PlacementBase parent class changed to pawn (making all placeable buildings and towers now pawns)

- Enemies now attack towers and walls. KNOWN BUG: Enemies do not attack core or resource buildings

- Game instance stores all data tables and they can be accessed from it 

- The core now has some properties that can be seen in blueprints.

- The HUD's have been updated

- The upgrade menu now switches kind of, and shows the resource amount.

- The switcher for the upgrade menu is cleaner

- The player can now close the build menu whoops

- Making progress towards core being attackable

- Pause menu unfinished graphics menu update

- The the graphics was slightly updated., The base tower doesn't force having a upgrade path anymore

- Projectile stats are now updated by towers.

- Towers now have default values to pass to the projectiles.

- Updated mortar tower default stats.

- Modifies my map a bit and the values of the main resource collectible 

- The graphics menu for the main menu and the options are done

- Made the interactables UI text be triggered by the interactable's collider 

- Updated some building sizes to fix a few bugs.

- Made loot crate derive from spawner class, and modifies spawner class

- Some of the menus have text that is a bit easier to read.

- The buttons are animated :O

- BP_Revolver primary range to mid-range value

- BP_Revolver secondary fire to spawn BP_Rocket projectile

- ABP_JetpackMan_FPS animations to block unintended spamming

- BP_SwordDude primary and secondary melee attacks now damage actors

- BP_SwordDude secondary attack now has Dash feature

- Every building and tower now has a preview.

- The pause to fully integrate the options wbp, The main menu is still getting fixed.

- BP_HarpoonGuy primary fire shoots harpoon

- BP_HarpoonGuy secondary fire shoots grapple, and activates GrappleZip functionality

- The options is now its own unit, and it uses delegates to help the other menus it is a part of.

- The main menu is now integrated with it fully, and so is the pause :D

- BP_Sword anims now incorporate Action Happening to prevent unintended spamming

- Sword Dash ability now has a cooldown

- Sword Dash ability now has a minimum angle to prevent dashing into the ground

- The main menu can now have the graphics changed and the player can see that happen

- The main menu now redirects the user to the character select menu instead of automatically starting the game.

- BP_BasePlayer has jetpack functionality usable by BP_JetpackMan

- Normal Jumping now happens on button down

- BP_SwordDude has charge jump

- Harpoon Character Grapple Zip now has min angle

- The main menu is a bit nicer looking when wanting to look at the test for the graphics

- The sword dude now has some neat sounds for when he attacks.

- The options menu got cleaned up because of a weird formatting issue

- The FPS HUD and the Build HUD have been merged. This fixes and makes a lot of things easier like: 

       > The amount of resources not resetting back to zero. 

       > Because they were both under the same parent of code HUD if I made something in the code for the FPS HUD, I would need to have it somewhere in the build HUD, NO MORE OF THAT!! 

       > Easier to manage with less menus to have to shuffle through.,

- "You died" got the slight text update.

- Working on getting the character swapping to work

- The animations notify when the new sounds will play.

- The jetpack dude now has some updated sounds

- Restart button works, Map Layout updated, Game instance level list update 

- Some small UI updates in the UI

- Rocket and Harpoon speeds changed

- Added models for Rocket and Harpoon projectiles

- Updated part of the basic tower path one upgrade path.

- The resources text changes for the expidition

- Enemies don't spawn on begin play, fixed major bug with the Update resource

- Changed the gamemode file structure to fix a build bug.


FIXED:

- Fixed the implementation of the upgrade interface.

- The Upgrade menu should no longer break in the player blueprint when trying to open it

- Upgrade is no longer called on a building when the upgrade UI is displayed.

- Green SuperGrid Material

- Fiexed the resource building displaying duplicate upgrade stats.

- BP_KillPlane no longer attempts to delete invalid actors

- Towers are no longer floating

- Fixed many tower bugs.

- Towers now have collision.

- BaseCore Collision Box removed on the repo temporarily. Gotta work on this more before implementing it in the build

- Fixed the mortar projectile not dealing damage. Fixed the resource building not being able to be destroyed.

- Preview towers no longer attack enemies. The resource building preview no longer produces resource.

- The player's healthbar is now working correctly and updates

- Fixed a bug that crashed the game when a preview was destroyed during the SetChildActor blueprint block.

- The mortar projectile now does damage to enemies. The mortar projectile no longer damages the player and buildings.

- Fixed gamemode filepath in game instance.

- Mortar projectiles no longer hit invisible roof on the main map.


REMOVED:

- Removed IInteractableInterface from placement base.

- Removed the blueprint functionality of the upgrade interface.

- The OG build menu, bu-bye

KNOWN BUGS:

- Placement visual can be targeted by enemies. 

- Not all buildings can be targeted by enemies

- Buildings do not take damage from enemies correctly

- Sometimes Buildings cannot be placed next to other buildings

- Some sounds for interactions missing

- Some VFX for interactions missing

Files

ODM Installer_v0.0.2.exe 549 MB
24 days ago

Get ODM: Orbital Defense Madness

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