ProcGenLab

April 2018 (Week 4)

+ Changes made to terrain during runtime now persist across level of detail updates

April 2018 (Week 3)

+ Implemented dynamic level of detail scaling for terrain based on the positions of players within the level
- Need to create smooth transitions for terrain edge vertices

April 2018 (Week 2)

+ Got rigged clothing properly equipping and unequipping
+ Moved savegame handling from player to gamestate (I didn't know about gamestates back when I implemented savegames)

April 2018 (Week 1)

+ Added Upper Body and Lower Body equipment slots
+ Added "On-Equip" function to interactable items to let them do stuff when they're put on and taken off
+ Made a basic shirt and capris and added them to NPCs on game start

March 2018 (Week 5)

+ NPCs now drop items if they aren't relevant to what they're doing (santa hat while searching for a gun, etc.)

March 2018 (Week 2)

+ The crosshair now updates its position from the end of a held weapon, if applicable
+ Added crouching and crouchwalking
+ Adjusted the intro to weapon aiming anims to make it less jerky
+ Added camera smoothing to make movement animations less jerky and nauseating
- Got new job, goodbye forever progress :wave:
- Need to remove lateral rotation from the head in movement anims

March 2018 (Week 1)

+ Uploaded Demo Day build!
+ Added speedometer to vehicles
+ Made the GameState handle all of the initial game/terrain setup
+ Added character ragdolling from being hit by a car
+ Characters can now get up from being ragdolled
+ Started working on item previews for the inventory and equipment panels
- Demo Day feedback unanimously agreed that the controls were super janky so I'll have to focus on fixing that

February 2018 (Week 4)

+ Increased terrain resolution and offloaded all terrain changes to apply at the very end of game initialization
+ Added Community Ocean Project water to my project and hooked up items and characters up to be buoyant in it
+ Fixed a subtle UV bug that happened during terrain gen
+ Tweaked the way roads affect the terrain again - They finally look like they work properly now
+ Added death/respawn HUD that appears when you run out of health
- Need to look into tessellation for terrain stuff
- Still so much to get done for demo day aaaaaaaa

February 2018 (Week 3)

+ Completely revamped the character's skeleton, adding a variety of different bones
+ Made directional walk anims, finally making it so the character actually strafes properly
+ Fixed aim offset code to allow for proper aiming deadzone
+ Adjusted how roads affect the procedural landmasses. They now use rotated cubes instead of spheres to detect land vertices
+ Started playing with screenspace code to make the crosshair move to where the gun is pointing
+ Adjusted the scale of guns to make them fit the character mesh better
+ Finally got rid of the prefab testing area, moved everything over to a flattened area of procgen land
- Need to refactor procgen land topology generation

February 2018 (Week 2)

+ Added "Cancelled" and "Abandoned" mission statuses
+ Added mission system tracking for kills and object uses
+ Fixed text formatting for plural mission targets
+ Fixed the player's camera being dragged away from the direction they're moving when holding a weapon
+ Tweaked how roads affect procedurally generated land mesh. They can now affect multiple meshes at the same time
+ Fixed arm length on player skeleton
+ Testing out a dynamic crosshair that follows where a held weapon is pointing
- Need to add edge vertex matching for adjacent land meshes

February 2018 (Week 1)

+ Implemented mission system
+ Expanded upon mission system to allow multiple types of missions (kill target, fetch item(s), use object) and multiple quantities of different reward items
+ Made weapon rack so guns aren't lying around on the ground anymore
+ Made NPCs stop spinning when idle
+ Made camera system feel better
- Removed elevator shaft from dungeon room list. Need to fix collision rotation math for it.

January 2018 (Week 4)

+ Implemented charge-up animations for beam weapons
+ Implemented furniture interaction
+ Added two new weapons
+ Added movement animations for less side-to-side sway for use while aiming
+ Cleaned up some redundant Blueprints dependencies

January 2018 (Week 3)

+ Finished first iteration of faction system
+ Factions also save to and load from the savegame now
+ Faction reputation can be lowered by attacking an NPC in a given faction
+ Added first actual enemy to game and made enemy faction for it
+ Implemented beam weapons with a fire delay and first iteration of beam particles/hit effects

January 2018 (Week 2)

+ Prepped character models for ragdolling
+ Added ragdoll functionality to character models and hooked it up to the health system
+ Started work on faction system to handle hostility towards the player and other NPCs

January 2018 (Week 1)

+ Fixed a bunch of bugs that were found during Demo Day
+ Implemented vehicles; made them enterable and accepting of inputs from the driver

December 2017 (Week 2)

+ Got dialogue working!
+ Interacting with NPCs will make them walk to you and then open a chat window.
+ Made the first person camera feel better. Added a threshold of turn before the player's body actually starts to turn.
+ Updated NPC input to use the same types of inputs that the player uses

December 2017 (Week 1)

+ Implemented roaming AI characters that use navmesh
+ AI characters have a chance while roaming to choose a random item in range, walk to it, and put it in their inventory
+ Started work on NPC dialogue stuff
- NPCs will try to hunt down items held by other NPCs. Posssible feature?

November 2017 (Week 5)

+ Implemented tiling terrain generator
+ Implemented splines affecting terrain mesh
+ Started work on AI classes for existing characters
- Terrain changes are super rough. Terrain vertex density might be too low, or I might need to make roads wider