This is my personal blog its main purpose is just as a sort of work log for myself, but maybe someone might find some part of it interesting or useful at some point. I started keeping this log back in July 2025, but it was just on a text file on my desktop so everything up until the creation of this website will have a listed date in the title.

Robert Aldridge Robert Aldridge

Fixed broken potion bottle material, was missing custom lighting function.

Save system is kind of working what a mess

Fixed broken potion bottle material, was missing custom lighting function.

Save system is kind of working what a mess

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Robert Aldridge Robert Aldridge

Fixed a major bug where npcs that start facing the player wouldnt ever update to know they were a threat, which explains some of the odd behavior we have seen recently.

Spent some time working on the save system including trying to use the update to the narrative save system in 2.3.3…. its still shit reverted back to using our dual solution.

Fixed the bug in the loading system where loading would crash the game sometimes due to a gripped object being destroyed

Fixed a major bug where npcs that start facing the player wouldnt ever update to know they were a threat, which explains some of the odd behavior we have seen recently.

Spent some time working on the save system including trying to use the update to the narrative save system in 2.3.3…. its still shit reverted back to using our dual solution.

Fixed the bug in the loading system where loading would crash the game sometimes due to a gripped object being destroyed

Still working on the save system… what a nightmare.

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Robert Aldridge Robert Aldridge

Started work on the class selection for character creation

Reworked how skill and attributes are calculated and cleaned up the old code to make way for the character creation code

Got character race selection working properly

Started work on the class selection for character creation

Reworked how skill and attributes are calculated and cleaned up the old code to make way for the character creation code

Got character race selection working properly

Updated character to actually have underwear models

Character creation fully functional!!!

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Robert Aldridge Robert Aldridge

Created the narrative events for changing and checking weather

Created the narrative events for advancing time for both narrative time and UDS

Created a new interface event SetHasCompanion so we can update when the player has a companion, we could already tell an npc when they were a companion but we didnt really have a way to track that on the player.

Created the narrative events for changing and checking weather

Created the narrative events for advancing time for both narrative time and UDS

Created a new interface event SetHasCompanion so we can update when the player has a companion, we could already tell an npc when they were a companion but we didnt really have a way to track that on the player.

Plugged in the code for NPC services like repairing armor.

Created a new meta sound for the sound of npcs repairing armor

Reworked the dialogue system a bit to account for the new way tagged dialogues work, gonna need more work on that system.

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Robert Aldridge Robert Aldridge

May 5th

Open alpha made public!

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Robert Aldridge Robert Aldridge

May 4th

Fixed a bunch of material, errors related to float precision

Shortened the cleanup time in the arena

Fixed an issue where some creature would be using an emissive map when they shouldnt have.

Fixed a bunch of material, errors related to float precision

Shortened the cleanup time in the arena

Fixed an issue where some creature would be using an emissive map when they shouldnt have.

Fixed an issue where creatures would continue animating after death

Compiled the open alpha build.

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Robert Aldridge Robert Aldridge

Fixed float precision on landscape material

Fixed the missing BTGS LASS material function on the player skin

Fixed the missing BTGS LASS material function on the the potion liquid

Fixed float precision on landscape material

Fixed the missing BTGS LASS material function on the player skin

Fixed the missing BTGS LASS material function on the the potion liquid

Fixed incorrect opacity settings on the potion category object in the inventory.

Fixed the lod settings on the mushrooms in the arena

Fixed two sided materials on harvestables in the arena.

Fixed the missing BTGS LASS material function on the the creatures.

Added a new interface event for GetIsHolstered_OnInterface

Weapons that are holstered no longer make sound, less realistic, but we were having sound spam due to player movement.

Fixed a bug in the inventory meta sound that was making it never end in some circumstances.

Created a new dedicated meta sound for adding items to the inventory

Added the missing code for sound effects for adding things to the inventory.

Replaced placeholder sound for removing a planted plant

Reworked how the harvestables work, the previous method of regrowing and harvesting them wasnt compatible with our optimization component visibility.

Fixed the player mannequin material

Fixed the bug where sometimes your second held item wouldnt be equipped when attempting to equip armor

Fixed missing material function on heartshard materials

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Robert Aldridge Robert Aldridge

Finally did a massive submission of all the stuff ive been working on locally. A lot of really good performance updates.

Controls poster is now up in the Arena walk up area.

Built the start of a tool to fill blueprint descriptions with item data for quick at a glance access

Finally did a massive submission of all the stuff ive been working on locally. A lot of really good performance updates.

Controls poster is now up in the Arena walk up area.

Built the start of a tool to fill blueprint descriptions with item data for quick at a glance access

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Robert Aldridge Robert Aldridge

I have sucked at updating this for the past few weeks.

been chasing down performance issues and working on the lighting and shadows system.

Updated the controls of the game so that x and a separately add things to you inventory instead of adding anything in either hand to your inventory.

I have sucked at updating this for the past few weeks.

been chasing down performance issues and working on the lighting and shadows system.

Updated the controls of the game so that x and a separately add things to you inventory instead of adding anything in either hand to your inventory.

B now only handles bringing up inventory instead of also being the skip dialogue button, it previously caused some bugs if the player tried to bring up the inventory when an npc was talking.

Y is now used to skip dialogue.

Cleaned up a bunch mesh topology on the armor that was causing overdraw.

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Robert Aldridge Robert Aldridge

March 31st

Imported the new lighting system plugin and began testing it so far its very promising

Fixed the newly reintroduced bug where companions wouldnt follow the player

Fixed bug where arrows in enemies would deflect newly fired arrows

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Robert Aldridge Robert Aldridge

Updated the arena crowd manager to turn off overlaps

Added a cheat to the cheat manager to toggle arena crowd visibility

Added a cheat to deactivate the endless spawning

Updated the arena crowd manager to turn off overlaps

Added a cheat to the cheat manager to toggle arena crowd visibility

Added a cheat to deactivate the endless spawning

Finally found a workaround for the play tagged dialogue requiring a hard npc ref

Reduced hard refs on the base object and took it from 3126 asset refs and 187mb to 491 asset refs and 12.4mb!!!

Solved the perf issue on 5.7 with the new openxr space warp

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Robert Aldridge Robert Aldridge

Removed the grip rotation and reverse grip rotation components from the base object, they are now handled dynamically.

Fixed some errors from missing components on our creatures due to the narrative upgrade.

Fixed some particle effects that were set to GPU emitters , quest gets angry about gpu emitters

Removed the grip rotation and reverse grip rotation components from the base object, they are now handled dynamically.

Fixed some errors from missing components on our creatures due to the narrative upgrade.

Fixed some particle effects that were set to GPU emitters , quest gets angry about gpu emitters

Spent several hours debugging the new openXR space warp. Its very finicky compared to the oculus one.

Fixed visible overlap volume for arena doors

Removed the physics asset from the player mannequin body. It wass never intended to be there anyway we use overlap boxes to handle equipping and unequipping

Removed the overlaps from all the labels on the inventory shelf dont know why they were there anyway.

Removed the complex collision from the grab arrows in the inventory shelf

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Robert Aldridge Robert Aldridge

Fixed missing blade start socket on Klich fork

Fully migrated the book system to the new optimized version.

Grip line now added programmatically.

Fixed missing blade start socket on Klich fork

Fully migrated the book system to the new optimized version.

Grip line now added programmatically.

Cork stopper and neck capsule now added programmatically.

Weapon overlap capsule now added programmatically.

Fixed bug causing arrows to sometimes get… floppy.

Weapon orientation component now added programmatically.

Removed the stabconstraint component entirely, we never got it working right anyway. When we eventually readd it it will be well after our narrative item integration, its just in the way for now.

Removed the stabber and tip grip components, now added programmatically.

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Robert Aldridge Robert Aldridge

Spent the past two days optimizing the book system it has been a significant source of performance drops for quite a while due to it relying on widgets.

Spent the past two days optimizing the book system it has been a significant source of performance drops for quite a while due to it relying on widgets. Built tool to merge a shell of the book and then another tool to capture all the pages and package them into a texture array and then inject that into a material instance we then update which texture is being pulled from the array to mimic the functionality of the previous widgets! Works great! of course there is a memory cost, but I think we can handle a couple dozen more megabytes of memory better than a 6ms initialization time.

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Robert Aldridge Robert Aldridge

Changed default quiver placement to back instead of hip, easier for testing

Fixed a race condition in the AI controller initialization

Removed the original Arrow Component way of dealing AOE damage if we want to do AOE damage, Marksman is already super powerful and the AOE implementation never really worked right anyway, if we wanna re add it later should be easy using the spell and Magic effect system seeing as those didnt exist when original AOE was developed.

Changed default quiver placement to back instead of hip, easier for testing

Fixed a race condition in the AI controller initialization

Removed the original Arrow Component way of dealing AOE damage if we want to do AOE damage, Marksman is already super powerful and the AOE implementation never really worked right anyway, if we wanna re add it later should be easy using the spell and Magic effect system seeing as those didnt exist when original AOE was developed.

Fixed an incorrectly referenced AI perception component that was wrong due to the reparenting of our AI controller. This fixed the bug of AI being able to see an invisible player.

Fixed that long running bug we had where arrow trails would stay visible if you shot at something very close range.

Created a new interface called BTGS_ComponentInterface We were having problems with components being ready now that we are converting the system to additive so this will give us a solid way to check if we can act on a given component

Fixed an issue where an NPC wouldnt be considered the owner of a noise event when firing an arrow

Fixed a bug where we were doing setup work twice for every base object

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Robert Aldridge Robert Aldridge

March 12th not submitted - Fixed an issue that was causing most of our hit VFX to not appear correctly on quest.

This past week has been a bit of a mess i upgraded the project to both UE 5.7 and narrative 2.2 which have proven both simpler in some ways and more complex in others than expected.

Fixed some bugs in the BTGSEditorTools

March 12th not submitted - Fixed an issue that was causing most of our hit VFX to not appear correctly on quest.

This past week has been a bit of a mess i upgraded the project to both UE 5.7 and narrative 2.2 which have proven both simpler in some ways and more complex in others than expected.

Fixed some bugs in the BTGSEditorTools

Removed the references to the base object blob shadow component it was never really working as intended anyway if we end up wanting blob shadows ill revisit it.

Removed the references to the fire particle system that was unused on the base object

Removed some old post process Anim blueprints that werent being used.

Found a cheap work around for the settings menu being super performance heavy, its not a real solution but a great placeholder

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Robert Aldridge Robert Aldridge

Changed the design of the Chitin Short sword it looked too similar to the long sword

Changed the design of the Elven Long sword it looked too similar to the great sword

Changed the design of the Necro Short sword it looked too similar to the Long sword

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Robert Aldridge Robert Aldridge

Fixed Issue of Leather helmet clipping into npc heads

Fixed ghost anim that had them clip into the ground

Fixed a bug where a facial hair mesh was causing a perf drop

Fixed a bug where NPC stats initialization was causing a perf drop

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Robert Aldridge Robert Aldridge

First update Live

Fixed the bug making npc health bars not show up sometimes.

Added a toggle to the settings to allow players to turn off NPC health bars.

Fixed bug where NPCs would cast self fortification spells repeatedly

Fixed the bug making npc health bars not show up sometimes.

Added a toggle to the settings to allow players to turn off NPC health bars.

Fixed bug where NPCs would cast self fortification spells repeatedly

Fixed grip line misalignment on the Iron Battle axe

Improved the way NPC hands are placed on two handed weapons.

Fixed the npc spawn location for the chitin war axe

Adjusted the animations used on the chitin and usai staff

Adjusted the hand placement on most weapons

Adjusted the rotation of the Undead knight sword

Rebalanced player starting skills, they were set too high before.

Added 20 more arrows to the Arena, seemed like the player ran out way too fast

Rebalanced spell cost

Rebalanced staff spell cost

Rebalanced arrow headshot damage

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Robert Aldridge Robert Aldridge

LAUNCHED THE CLOSED ALPHA!!!!!

Changed the default left hand spell for players to the flames channel spell.

Added info cards to the undercroft

Removed collision from the grass clumps

Changed the default left hand spell for players to the flames channel spell.

Added info cards to the undercroft

Removed collision from the grass clumps

Fixed bug where the spawned npc potion wouldn’t despawn

Removed the Save and load functions from the player options menu seeing as the player isnt supposed to be able to save during the alpha.

Added a random dust spawner to the arena

Changed a bunch of our lighting in the arena and did another pass on the undercroft lighting

Added more clutter to the Arena

LAUNCHED THE CLOSED ALPHA!!!!!

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