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
Get ODM: Orbital Defense Madness
ODM: Orbital Defense Madness
| Status | In development |
| Author | OneCouch |
| Genre | Action |
More posts
- Structure's Persistence System - Giancarlo Morales16 days ago
- v0.0.3 Patchnotes17 days ago
- Random menial problems by Dominic Thompson17 days ago
- Designing The Phases of Play - Dante Chacon17 days ago
- Navigation for Flying Enemy17 days ago
- The Creation of The Laser Tower - Kaleb Lemens17 days ago
- Implementing Character Selection - Giancarlo Morales22 days ago
- Grapple Gun - Zachary Brodahl23 days ago
- What Makes a Wave System - Dante Chacon23 days ago
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