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

Work Log 7/7/2025

Created tutorial weapons for match 3

Created Data task for hitting enemy with two hands

Added Event to interface for WeaponUsedToDealDamage_OnInterface. Idea is to use it as a trigger ot fire off events on individual weapons for stuff like updating tasks

Match 3 is working up until when the player hits with two handed weapons now, need to make the task tomorrow to allow the npc to block with two hands

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Robert Aldridge Robert Aldridge

Work Log 7/6/2025

Created narrative events to toggle player invincibility or invulnerability

Fixed the issue where the player could die before the first match was finished

First pass on the rest of the long tutorial match quests

Created the tutorial shield

created the task for shield blocking

Added interface events for WeaponUsedToShiledBash_OnInterface

Added interface event for WeaponUsedToBlock_OnInterface

Added interface event for WeaponUsedToParry_OnInterface

Found a bug in the combat system where we never actually used the blocking system only the parry system because none of our shields were marked as shields, i have labeled a few of the ones ill need for the tutorial and added the rest to megan’s list

Added a branch to allow blocks to actually work in the combat system, they don’t really do much right now, but they are called now at least.

Added a data task for entering the arena and implemented it in long tut match 2

Added a data task for npc shield bashing

Added interface event WeaponUsedToBlock, WeaponUsedToParry, and WeaponUsedToShieldBash

Created Narrative event for setting npc skill level

Fixed some bugs in the code for players to be able to shield bash

Fixed a bug in the players ability to die

Fixed a bug where npc could hit their own shield

Fixed bug where npcs would trace for damage with both their weapon and their shield at the same time.

Fixed npc ability to shield bash

It is now possible to finish long tut match 2

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Robert Aldridge Robert Aldridge

Work Log 7/5/2025

Re enabled skelot and started rebuilding it. Skelot has had a major upgrade that changed its entire architecture

Rebuilt the skelot actor

made some changes to the base skelot material to support the new way of packing floats to determine spectator NPC race

Skelot is now fully working again

Added crowd sounds to tutorial arena

Added arena music to tutorial arena

Modified metasounds for crowds to autoplay the background sound instead of requiring a trigger

Created Enum to help us play certain crowd sounds via a switch

Created Narrative Event to allow playin crowd sounds

Crowd now cheers when the gate opens or the player dies

Force player to drop weapons upon death

Fixed Missing weapon capsule collision channel

Broke fists somehow

Fixed Missing Logic For fists being considered weapons

Fixed Fist combat

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Robert Aldridge Robert Aldridge

Work Log 7/4/2025

Built the dialogue tree for the announcer long tutorial

Built the dialogue tree for the announcer short tutorial

Built the dialogue tree for the announcer skip tutorial

Built an arena tutorial manager

Made two arena tutorial weapons dagger and short sword

Started debugging combat code

Programmed the ability for the player to switch tutorials

Started building quests for the tutorial

Tested feasibility of using traces for player, initial results look great?

Programmed narrative events for player death weapon breaking and doing fist damage.

First match is done enough for first draft

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Robert Aldridge Robert Aldridge

Work Log 7/3/2025

Generated temporary voice lines for mauzara and announcer

Wrote out first draft for intro sequence

Programmed actual intro sequence first draft

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Robert Aldridge Robert Aldridge

Work Log 7/2/2025

Decided to start trying to track my daily work, sometimes it seems like I get an incredible amount done and other times it feels like my wheels are just spinning. Clearly I and by extension my team have gotten a lot done, but its sometimes hard to remember what was done on a certain day this might help and serve as a useful point of data in the future.

Transferred facial animation work to base npc instead of just Farick which was used for testing

Cleaned up animation graphs for face ani and post process anim

Fixed our emotion anim presets that were not using additive animation causing weird artifacting

Fixed eye animation taht was causing rotation to not work properly off axis

Implemented the eye target randomization so that npcs can break eye contact occasionally with their target such as the player.

Softened the emotion override, its still kind fucked but less bad i suppose. We just need to be careful with emotions that also modify the mouth

Added head randomized rotation, similar to random eye movement

Reimplemented the distance based optimizations for npcs disabling many of their functions at a distance

Packaged a build with all the changes

Started design for into logo sequence for tutorial

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