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 7/12/2025

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

Read More
Robert Aldridge Robert Aldridge

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

Read More
Robert Aldridge Robert Aldridge

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

Read More
Robert Aldridge Robert Aldridge

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

Read More
Robert Aldridge Robert Aldridge

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!

Read More
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

Read More
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

Read More
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

Read More
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

Read More
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

Read More
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

Read More