- Learn Aesprite
- Have camera movement similar to Hollow Knight
- Add jump delay
- Add health bar (or hearts) system
- Add Minecraft text in-game
- Interactions with NPCs and a shop system
- abilities include dash, sword throw, and double jump
- edit ball chain death sprite to include no sparks
- Learned how to create character animations using sprites from Itch.io
- Used Blueprint to code basic movement controls for the warrior
- Added a jump, forward, and backward
- Added a dash that increases runPlayRate and movement speed
- Inputted default control settings and Pawn Control
- Added a custom created basic map using imported sprites and tilesets
- Utilized 3D functions to create a parallax effect in the background of the game
- Added an attack animation override so the warrior has an attack animation
- Researched camera movement from Hollow Knight and reset default inputs to match Hollow Knight
- Added SFX to attack and jump animations
- Set all sprite masking to DefaultUnlit to create lighting
- Added lighting throughout the map using point and directional lighting
- Learned git and github basics and pushed this project into the cloud
- So far, the game has a twilight feel, so I named the game Twilight (tentative)
- Added attack animation delay
- Added hitbox for attack animation
- Added hiting registration for attack animation
- Added get hit registration for attack animation with a stunned state
- Made the map more expansive (always improving)
- Fixed collision box for platforms
- Created idle animation for the first enemy, BallChain
- Improved README to be more organized and include devlog
- Cloned repository to work remotely
- Added stun animation for the ball chain mob
- Added SFX for the BC_stun
- Added sequence to warrior blueprint to enable multiple hit regis
- Cleaned up some lighting for BC
- Added death animation for the warrior
- Set health and damage system to the warrior
- Removed collision when dead animation finishes
- Fixed bug where hits would be detected if warrior turned around mid-sequence
- Added more death charge attack run and charge transition custom animations for ball-chain sprite
- Fixed bug where enemy bodies would move parallax with the ground
- Programmed enemy AI to follow player at a set speed and acceptable radius
- New bug: navmesh won't work in a 2D space
- Fixed navmesh
- Fixed bug where navmesh would not register under tiles
- New bug: ball chain enemy walks through the ground
- Broke navmesh again...
- Fixed bug where ball chain enemy would walk through the ground
- Fixed navmesh by lowering agent height in RecastNavMesh-Default item
- Implemented knockback
- New bug: knockback only works in one direction
- Knockback works appropriately for any direction using forward vectors
- Fixed bug where ball chain enemy would still follow player direction when in dead state
- Improved AI targeting fluidity
- Constrained actors to y axis
- Added attack to the AI
- Multiple bugs with attacking and stun states
- Attempted to implement charge state
- Holding off project for now, need to focus on studying for finals
- AI for enemies is very buggy - attempting to fix it
- Will work on dash function soon
- Fixed some lighting issues
- Failed to implement working dash
- Implemented dash and added lateral friction
- Dash goes through other entities
- Fixed issue where maps would go missing upon UE5 launch; just had to update plugins
- Fixed bug where player could still attack, dash, and jump while defeated
- Fixed bug where player would fall off map if died mid-air
- Used event tick to make enemies despawn after being dead for five seconds
- Added animation for dash
- Charge for ball chain enemy bugged
- Added sound for dash
- Optimized dash; goes through pawns cleaner and works even when vector velocity is zero
- Fixed bug where ball chain enemy would only hit whenever player went into hitbox; set active hitbox collision was not linked to branch
- Ball chain enemy now has a double hit attack pattern
- Added snow particles
- Ball chain enemy transitions to charge if stunned while charging
- Fixed bug where dash would be short if player x-velocity was too low
- Fixed bug where attack would carry over if player turned directions quickly
- Adjusted hitboxes and capsule settings
- Hitting ball chain enemy resets charge timer
- Hits register stuns even during enemy attack animation
- Death animation plays even during enemy attack animation
- Ball chain enemy can not longer turn directions while charging or attacking
- Player can only jump when on ground
- Fixed tile set artifact glitches
- Set aggro range for enemy
- Fixed navmesh needs to be rebuilt by setting navigation mesh setting runtime to dynamic
- Worked on level design and tilesets
- Nerfed player walking speed
- Added non-collidable tiles
- Disabled lumen and changed shadow tiles to improve fps
- Adjusted unit capsule component height and translated player spawn point up the y axis so the lights would not interfere with the model
- Paused log to work on another project
- Fixed issue where ground would shake when character moved (moved character y axis to 1.0)
- Moved sprite down so character wouldn't appear floating
- Changed camera from perspective to orthographic
- Fixed minor screen tears between tiles
- Fixed tiles glitching and changing while character moves
- Fix light shining through sprite
- Fix weird wave tile movement whenever character jumps (probably orthographic camera issue)