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.
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
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
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
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
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
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