Khryse

November 2017 (Week 3)

+ Tinkering with materials
+ Making particle effect simulations
+ Started redoing the characters mesh
- too slow

November 2017 (Week 2)

+ started working on a buncha assets, need to lay off the gameplay;
+ figured out a smart way to remove almost all of weighting issues on the protag3;
- lots of other things to do, not enough time to dev.

November 2017 (Week 1)

+ DEMO DAY
+ figure out the compile issues just before demoday and potentially is all clear for future packaging.
+ lots of feedback to get through

October 2017 (Week 4)

+ spent half a week cleaning up my spaghetti
- spent the rest of the week out and about

October 2017 (Week 3)

+ combed out the autoguidance spaghetti
+ made some VFX for practice
+ added simple walljump
+ getting ready for the demoday

October 2017 (Week 2)

+ Added second combos
+ Added third combo
+ Started doing VFX for hits
+ Learned a bunch of cool things about making VFX
- Spent most of the week following tutorials, so not much visible progress

October 2017 (Week 1)

+ Added AI
+ enemies will track you, lose you, try to kill you and return to their spawn point
+ enemies will get hit ministuns and will get stunned from big damage
+ added customizable hitboxes and refined the way combos and animations work

September 2017 (Week 4)

+ redid my rig to support root motion and proper forwarding
+ redid ALL of the animations, which was pretty crazy, never expected to've made so many
+ figuring out post-processing stuff bit by bit
+ setting up AI right now

September 2017 (Week 3)

+ Added input buffering
+ setting up combos
+ cleaned out web-swinging
+ made modular building tiles
+ added robots for beating made by other anon <3
+ a few state cleanups and adding a bunch of functions for combat system to work

September 2017 (Week 2)

+ Added ledge grab
+ fixed up the wallrun listening to the player to make it more responsive
+ dabbled with destructibles, going to be a lot of fun when i find the proper settings
+ made some clutter assets
+ made the movement feel tighter
+ added position hold, since it turned out to be way more important for movement to not feel out of control

September 2017 (Week 1)

+ worked out the requirements for enemy parent class
+ worked out parent material for enemies
+ worked on the stamina and health indicator
+ cleaned up combat and movement for the demo day
+ fixed up a demo level
+ added menus
+ Got the demo for the demo day out
+ Got a lot of good feedback, which is the most important thing
+ started redoing some of the animations to feel better and looking into making a good jump

August 2017 (Week 5)

+ Added a bunch of visual flair
+ some enviro textures
+ added movement goals
+ added stamina system
+ added basic bot with animations
+ working out a level for the demo day
+ added lock-on system

August 2017 (Week 4)

+ Added airstrafe and airhop
+ added a bunch of visual stuff, like hook projectile and airdash particles
+ finished up helmet material
+ added more control to the wallrun
+ added Enum check for player movemement
- Input Buffer stuff is still not ready for 4.17
- Material fuckery took way too long

August 2017 (Week 3)

+ Figured how to do a combo system and prepared some simple animations to test it out
+ Started working on the wall climbing
- The thing i want to use for the input buffering is not updated for 4.17 so that's on hold

August 2017 (Week 2)

+ Played around with materials
+ made some holograms for fake cyberpunk ads
+ cleaned up the movement a bit
+ adding combat
- Missed last weeks recap since i was out

July 2017 (Week 4)

+ Spent the whole week redoing the animations and moving the animation blueprint onto the new skeleton
+ Added a number of blend animations to add fluidity to the movement down the line
- Will have to look up a proper way of making better animation blends
- Still need to set up the state machine, too slow

July 2017 (Week 3)

+ Fixed up and tuned wallrunning
+ added Vaulting
+ fixed up the movement flow
+ Added a "holographic" map that could be incorporated into the UI
+ set up a proper rig for the main character and figured out some good ideas for the design
+ started redoing animations to something more presentable
- started redoing animations to something more presentable
- figuring out UE materials and scene creation will eat away a lot of time
- need to clean up vaulting and my state system to streamline further additions to the movement system
- need to make a playground that works for all types of movement

July 2017 (Week 2)

+ Implemented slide
+ Implemented working and scalable wallrun
- It's still in need of a lot of cleanup