v0.0.3 Patchnotes


ADDED:

- Placing towers now costs resources.

- BP_UFO, and corrisponding AI elements (WIP)

- GameplayGameMode now tracks number of currently alive enemies

- Splash screen widget blueprint for later implementation

- Added sound effects to the basic and mortar towers.

- Added an add resource console command.

- Added particle effects to the mortar projectile. Also added sound effects to the mortar projectile.

- Added a model to the mortar tower projectile.

- BP_AttackTarget

- Intro splash screen that only plays once when you open the game. It will replay if you close and reopen the game.

- Added the laser tower.

- Get Resource Quatity function

- Player looses collected resources when dying during expedition, also made the base's resource amount be visible on begin play

- BP_Plasma

- Laser Tower can now be placed

- The player can right click in build mode to remove buildings.

- The base Enemy AI controller now includes a Damage Sense to detect the player attacking them

- GPGames logo for splash screen.

- Added a laser beam effect to the laser tower.

- Raid Start and Raid End are now called in the GameManager.

- Raid Active and Current Day are now tracked in the GameInstance.

- Enemies now target basecore by default during a raid.

- Enemies now have basic damage and death sfx

- Added laser tower data struct.

- Model and animation assets for BP_UFO

- SFX for enemy spawning

- Added an hit effect to the basic tower.

- Grid status saves when going on expedition 

- A small overlay for the build HUD.

- Structure Upgrades persists through levels

- Footstep sounds for walking and running

- Jetpack sound

- Sounds for player jump, landing and charge jumping

- Timer for tracking sections of the day (Building, Expedition, Raid, None)

- A lot of new stuff involving videos for the controls menu.

- Added the loot crates assets, Started with expedition map modification

- Functionality for phase transitions in place. More fleshing out needed, but basics are there

- Going on the expedition starts the day timer

- Player automatically returns to base after expedition timer runs out, Raid starts automatically

- Building phase starts automatically once Raid ends.

- Prepare phase starts automatically once Building phase ends.

- UI showcases which phase is currently active

- Added a firing animation to the mortar tower.

- Added a sound effect to the laser when it fires.

- Added a firing animation to the basic tower.

- Ricochet sounds for the Revolver

- Loot crate sound opening sound effect, and  spawn rate for default object in spawner

- Sounds for Revolver secondary fire, rocket travel and explosion

- Sounds for hitting enemy flesh

- Sounds for sword swing and dash

- Sounds for default anything, and enemy body

- The controls has it's own menu now to help with a major bug.

- Sounds for harpoon travel, impact and enemy hit

- Loading screen widget.

- Ruins assets

- All the widgets for the credits of each team member and the assets we used.

- Some background music for the credits.

- Mp4's added to repo

- First 3 day loop has unique waves designed for each day, ending with the ufo for player win

- Graphics for Revolver shot


CHANGED:

- Changed the upgrade table row name for the basic tower.

- The build HUD now updates to show the user what build they have selected (my bad this should've been in the demo earlier)

- Enemies can now attack buildings

- Base Core is now not a building, but instead a small cube the enemies can damage and destroy. Other buildings currently don't take damage, although the functionality to damage them is in place and working as intended.

- The player can now tell when they can super jump.

- The  jetpack UI somewhat works, I will work on it more later

- The jetpack UI is fully functional :D

- The two bars also are visually different

- The FPS HUD has some small updates, and the objectives tab slightly updates.

- The code files for the HUD to inlcude the wave manager.

- Updated base main resource to start at zero.

- When dying at base player cannot be hit again, the hud hides while dead and the death screen has blur 

- The objective now updates with the wave starting, but does not have specific information. That will be worked on soon enough.

- Updated the upgrade interface to inclued a function to get the tower path name.

- Adjusted baseplayer for testing

- removed some unneeded code from BaseCore

- Enemy damage is now assignable in each enemy (default is 5 for now)

- Updated the models for the basic and mortar towers.

- UFO now reacts to walls and bounces off

- Enemy tracks one target at a time, until that target is dead. Part of the framework for controlling enemy targeting manually.

- Added some code to the Health component for later

- Micro adjusted the positioning of the basic turret.

- The objective UI works :D with a lot of help from Dante.

- It updates when in the expedition, but doesn't change back when attacking an enemy.

- When the wave starts the number of enemies is shown to the player.

- UFO now orbits around player at minimum hight

- The main menu to have the splash screen attached to it.

- The game instance to save whether or not the player had already opened the game or not.

- You can now finally tell which upgrade path you are going to get when upgrading a tower.

- Player gets sent to the base when it dies on expedition

- UFO now attacks player by shooting BP_Plasma

- UFO now takes damage and dies

- All buildings can be destroyed.

- All player weapon ApplyDamage() calls now provide additional data in the parameters

- Updated the upgrade interface to include a getter for the placement cost of a building.

- Updated upgrade interface

- Enemy behavior now has them focus on a target until it’s destroyed or until the player damages them (in which case they’ll chase the player for a while and then return to keep attacking the target)

- The splash screens are much cleaner now.

- WaveTimer now derives from a C++ class

- The pause menu is now way more polished.

- The player can see when they have the laser tower selected.

- The buttons are updated to match the rest of the UI's theme.

- Laser tower can now attack multiple enemies.

- The laser tower has a beam visual for attacking multiple enemies.

- Laser tower now has two upgrade paths. The laser tower now correctly displays ugrade stats.

- Changed the basic tower projectile model.

- The basic tower now alternates which barrel it fires from.

- The buttons delays were bugging me so I got rid of them.

- The transition to the main menu is a bit slower.

- The GetPlacementCost function is now blueprint callable.

- Changed the laser tower to be green. Added the ambient occlusion maps to the tower models.

- The player can now see the cost of the tower or buidling they want to place before they place it.

- The options menu is now cleaner

- Added a small animation for the jetpacks fuel when using the jetpack

- BP_UFO now has idle, moving, and hit animations

- The upgrade menu us much cleaner.

- Laser tower now has a name.

- Change the wall texture.

- Enemies now target buildings on the way to attacking the core.

- The main update was the death screen now has a timer.

- All the gamemode respawn timers are finished

- The death screen to be slightly more polished

- The build HUD has a sub menu for questioning if the player wants to remove a building.

- For now it does not show up because someone is working in the player, and I need to use the player to make it show up. I will get it done when the player is available.

- There was also some slight tweaks with the death menu

- BP_UFO now triggers win condition on death

- BP_UFO now has death sequence/animation

- Now UI text disapears when loot crate is interacted with

- Made Inetractables UI work with the player onInteractSystem

- The controls menu is entirely different, now with it's own sub-menus to show the controls for fps and building. There are also two short videos that play when you are about to press the button to show the controls that show the gameplay types.

- In the player HUD before they remove a building a pop-up appears asking if they are sure they want to remove the building they are looking at. If they press yes the building will destroy, if no the building will stay.

- The death widget timer now works with every character

- The player death now updates to show the player how many materials they lose

- New primary fire sounds for the Revolver

- Updated the expedition map, gave color to it 

- There is now a menu asking the player if they are sure they want to switch to a different page or go back out of the options from the graphics menu.

- The sub menu before you delete an item is a lot smoother now.

- The count in the corner for the upgrade menu now properly updates.

- Harpoon firing sound

- The upgrade menu is now closes correctly.

- The pause screen should now completely stop the audio menu music no matter the button pressed.

- The pause menu now has a loading screen when going back to the main menu.

 - Updated the enemy camp, new assets and layout

- Player can no longer build during enemy raids.

- The core is now a glowing sphere.

- Made the game wipe the saved buildings when goind to main menu 

- UFO now only targets the player and player buildings

- The main menu now has credits

- Default Expedition time adjusted to 120sec (2min) in GameInstance

- Expedition Timer ticks down instead of up.

- Added team sensing for UFO

- Updated tower and building upgrade stats.

- Updated the expedition map, has now ruins and loot crates scattered around map 

- BlockVolumes have been updated

- The menu to upgrade now makes the player stop moving if they opened the menu while moving.

- The submenu to remove a tower stops the player if they are moving and attempting to remove something.

- Loot crates give more resources.

- Player starts with set amount of resources, changed the loot crate spawn rate

- Saved Buildings gets wiped when game restarted 

- Change some of the loading code.

- Load grid is no longer commented out.

- Made saved buildings array a UPROPERTY


FIXED:

- The main resource should show up when going into expeditions now whoops

- Buildings are no longer invincible.

- Fixed a floating point math error that caused the rotation of buildings to be off.

- Core now takes damage and causes lose condition as intended

- CodePlayerHUD casting GameMode without validating

- Fiexed the towers not aiming in the rright direction.

- Fixed the tower look at function.

- Buildings set health on upgrade and on placement.

- Fixed unreachable code error in the placement base class.

- Fixed the laser tower beam effect length. Towers no longer attack destroyed enemies.

- Towers no longer skip an upgrade.

- The enemies sound is now attached to the sound effects.

- Blendspace for UFO errors

- Enemy Hurt sound playing too much when attacked by Lazer tower

- Fixed the laser tower attack speed and modified the damage to account for it.

- Fixed a crash that occurred when the player placed a building at spawn and went back to the main map after an expedition.

- Player can no longer leave for Expedition while wave is active

- Teleport SFX now tied to actual SoundEffects audio class

- Days now reset upon loss, win, and going back to main menu--starting the player back at day 1.

- Raids no longer fail to start after day 1. Raids after the first now occur as intended.

- The wacky nonsense with the options

- The options is updated with that new widget and no longer crashes :D

- Harpoons damaging after landing/sticking

- Player no longer damages placed buildings or Core

- Waves now spawn correct boss enemy

- Player Base map now has correctly placed spawners, and the spawners are invisible

- Player Core no longer affects NavMesh and prevents enemies from targeting it

- Laser visual now updates every frame.

- Gamemode enemy spawning delegate crash fixed.

- Null chack added for the credits music.

- Player Base Map has flight target objects to help the UFO Navigate better

- Flight targets are invisible to the player

- The restart works

KNOWN BUGS:

- Enemies don't always target buildings accurately

- Resource buildings give resources forever

- Base destruction and player death at the same time causes a soft-lock

- Interaction between losing or going to menu and timer with phases can have unexpected results

Files

ODM Installer_v0.0.3.exe 686 MB
16 days ago

Get ODM: Orbital Defense Madness

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