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 7/12/2025
Created narrative event to make npcs invincible
Fixed a bunch of missing anim notifies on weapon anims that Jackie missed
Created several new data table rows for the tutorial npc weapons so that they can do more damage to end the matches quicker as intended
Fixed missing player character in end of matches spawn
All 7 matches playable
Fixed NPC and player spawn locations
Fixed NPC and Player Team assignments
Add OnDestroyed Event to get rid of spawn holsters, weapons, etc to properly reset arena in between matches
Items up until match 5 are spawning on each side but the transforms are broken
Fixed issue with the heart shards not being allowed inside soft class refs, apparently our tool for making items named them with () and that isn't allowed in unreal’s naming scheme surprised they ever worked at all frankly
Work Log 7/11/2025
Curated possible underwear models for our characters, we need to just attach the models to our characters permanently instead of trying to get the built in underwear to look good its far too modern anyway
Spent most of the day getting unreal engine asset aliases to work
New tool to add aliases exists now
Programmed the ability for us to actually reset into a new body after each death
Programmed npc spawning for each long tutorial match
fixed the low damage output combat bug
Long tutorial playable up to match 5
Work Log 7/10/2025
Live demo to Brock and Andrew over discord, lots of bugs
Curated character bodies and heads to use for demo player characters
Debugged tutorial character bodies not working
Character bodies working
Player characters for long tutorial created
Work Log 7/9/2025
Created potion for player invisibility
created task for tracking player potion use
Fixed bug in the way potions were drank
Changed event for potion use tracking to support players or npcs
Fixed bug in NPC archery where they weren't activating the projectile component due to previous optimization.
Discovered that there’s a homing setting inside the projectile component could be useful for perks later
created interface events to mark start and end of invisibility, needed to fire off task completion of invisibility in tutorial can also be used later to actually make npcs not track player if they are invisible
Created task to track actors becoming visible, attempting to make this one more generic so it can support NPCs or Players.
Created a task to track NPC damaging the player also made more generic so we can hopefully use it in a bunch of ways such as player hit with arrow or player hit with spell
Changed WeaponUsedToDealDamage_OnInterface to have an input for who damage was applied to
Created a task to track Player damaging NPCs also made more generic so we can hopefully use it in a bunch of ways such as player hit with arrow or player hit with spell
Created healing potion for player for the tutorial
Replaced invisibility end event at the start of the invisibility effect with a duplicate event without the call to all actors saying visibility has been reset inside magic effect component because it was causing the task to fire twice
Created task to track player healing via spell
Match 5 is playable!
Created Tutorial Staff Weapon
Created Tutorial Wand Weapon
Created task to track what weapon the player has selected
Created task for attuning a wand to a spell
Player wand casting with spells has been converted to using projectiles instead of channel spells
Created task for tracking if placement spell from staff has been cast
Created task for tracking if a weapon is out of charge
Created task for tracking if player was frozen by npc via spell
Created data table rows for tutorial staff and wand
Created interface event for WeaponUsedToCastSpell_OnIterface
Created task for tracking if a weapon was recharged
Created interface event for WeaponOutOfCharge_OnIterface
Match 6 is around 45 percent playable before i took a break for a few hours
Wand attunement is working!
Player spell casting with wands is working again.
Match 6 is now fully playable albeit we have to manually set the npc using staff or wand for now
Crated events for adding and removing spells from npcs
Spell scrolls work again for the player
Work Log 7/8/2025
Curated animation for npc tip grip block
Added an input to the WeaponUsedToBlock_OnInterface event for whether or not it was a tip grip block
Added a variable for whether or not a weapon is tip gripped to the base object
Added an interface event for getting if an item is tip gripped.
Added Tasks for player tip grip block and npc tip grip block
Added the code for player and npcs being able to tip grip block
match 3 is playable if not a bit buggy.
Created task to track player and npc arrow firing
Created Invisibility potion for NPC to use during match 4
Created narrative event to force npc to use an item.
Created interface event to handle forcing npcs to use items. Only works for potions right now.
Created an interface event PotionDrank_OnInterface to give individual items a trigger for if they have been drank.
Added interface events for BowUsedToFireArrow_OnInterface and ArrowFiredEvent_OnInterface
Match 4 works!
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