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* Add flashing effect on temporary power up expiring (#158) - Modified Default Effect blueprint to add a 'TriggerDisappearEffectAfterXSeconds' event, that toggles the visibility of the effect on and off after X seconds. - It is called by the player when the player creates an effect. - I felt like this invocation from the player blueprint was needed, as the player currently controls the duration of the temporary effects * Update Skyhook Pillar (#161) * Add SkyPillar * Update SkyPillar * Update SkyPillar variable * Update SkyhookPillar naming * Add Explosive Barrel (#163) * Add Explosive Barrel * Update Explosive Barrel * Add BarrelExplosion * Added SkyHook Pillar Asset and VFX interaction (#164) - Added Barrel for SkyHook Pillar (now an explosive barrel for visual clarity) - Added FREE Smoke Particle pack to use for SH Pillar. - SH Pillar lets out smoke on its last life - SH Pillar has explosion VFX when detonated. Its size fits the adjacent blocks that will be detached to show off its blast range. * Implement AI Lazer Dodging Mechanics (#166) * Reorder BT files * Add function to allow AI to dodge sideways * Add function to allow AI to locate best route and dodge laser * Implement AI dodging mechanics * Add Explod-o-Mat Powerup (#167) * Add Explode-o-Mat * Update cratewall to include explod-o-mat powerup * Move falling timer from explod-o-mat to explosivebarrel * Update Explod-o-Mat to have no overlapping barrel * Skyhook Pillar VFX update (#170) - Added Glow VFX to showcase the damage to the barrel - Added smoke VFX to softly show a preview of the area that will be destroyed - Added new barrel for Explod-o-mat * Update PointBeacon (#171) * Add PointBeacon * Update PointBeacon * Point Beacon Model update and several changes (#175) - Updated Point Beacon and Point Orb model - Randomized spawn timing of Point Orb - Reduced size of ExplosiveBarrel to make it slightly more distinct from Skyhook Pillar - Added indicator to show the selected blocks that will fall after destroying the skyhook pillar - Reduced Explosion and Pickup Sound Volume by 50% (they were quite loud by themselves and/or stacked together) * AI Improvements (#178) * Add function to line trace paths before AI places drone * Implement laser reflection usage, remodel behavior tree * Allow AI to walk through explosive barrels * Reorder files in AIPlayer * Local Multiplayer (#176) * Multiplayer with temporary player registration HUD * Move audio controls to game instance, do audio transition from main menu to multiplayer level * Fix audio related bugs * Implement controller detection UI * Fix spamming mayhem mode audio issue * Clean up blueprints * Fix low FPS and multiplayer selection platform not lighting up after build * Removed directional light from Multiplayer Map (unnecessary and causes a * lot of lag, perhaps should remove from the game entirely) * Reparent selection platform from StaticMeshActor to Actor * (StaticMeshActor does not keep the texture after lighting rebuild for * some unknown reason) * Fix audio issues * Fix character skin * Fix end game victory multiplayer restart button * Checks if human players are more than 1 * Resolve conflict and fix audio * Add back scene captures to multiplayer map * Fix fade issue Co-authored-by: ranicewin <[email protected]> Co-authored-by: iskandarzulkarnaien <[email protected]> * Rework Lazer (Speed & Appearance Update) (#181) * Rework lazer to boost based on number of times reflected * Renamed / Regrouped misc lazer params * Add logic to boost speed of lazer with every reflect * Reduced base lazer speed * Todos: * Lazer damage to scale with number of reflects * Lazer size/appearance to scale with number of reflecs * Rework lazer to increase in size after every reflect * Lazer increases in size after each reflect * Added test map * Refactor lazer material setting to use recursive get child * Todo: * Make Lazer look more menacing at higher reflect counts * Increase lazer damage based on number of reflects * Implement Score System (#182) * Implement Score System Skeleton * Implemented (functions only, no integration): * Passive Gain * Powerup Pickup * Player Hit * Player Kill (with optional Score Theft) * Todo: * Score Breakdown (e.g. Kills, Crates, Powerups, etc) * Individual gain amounts for different powerups * Object Hit Gain * Object Destroyed Gain * Point Orb System * HUD Score Update * Victory Screen Score Update * Update Score Tracker and add Lazer To Player Communication Library * Add ScoreTracker variable to BeamermanPlayer, function to create and * assign it in Construction Script * Implement incomplete functions in Score Tracker * TODO: Assign point values for ObjectHit/Kill, balance points from all * sources * Create library to manage message passing from Lazer to Score * Restore changes lost in merge conflict * PlayerGhost uses correct model, directional light shadow turned off * Implement basic scoring system * Hook up middleman class to pass lazer hits to score tracker * Add delay in lazer destroy to prevent null exceptions * Individually track various score types and integrate with other objects * Add various score types (e.g. score gained from powerups, score gained * from hits, etc) * Centralize all score updates in middleman functions blueprint * Add ScoreTestMap * Refactor powerups to use parent's component overlap * Fix self-hit incrementing score * Display song below individual player HUD * Add score to victory screen * Modify Struct_PlayerDeath to include player score at time of death * Improve main game score text * Change text to more Beamerman appropriate one * Realign text * Add outline for greater readability * Tweak score values * Increase HUD score font size and add 'Score:' before number * Award reflect score only on successful player hit * Shift one uncontrolled player in testmap to allow testing reflect hit * Add 'TimesReflected' variable to lazer * Check for validity of object before awarding score * Modify UI and Multiplayer controls (#186) * add controllers UI and modified main menu * fix how to play ui scaling issues * Rework player health and lazer damage (#187) * Rework player health and lazer damage * Lazer damage now equals (TimesReflected/2) + 1 * Player now has 8 starting health * Update local multiplayer HUD to show increased player health * Increased HUD max health to 8 * Re-added directional light to multiplayer map * Removed lobby area from lighting channel * Added new tiles into default map and multiplayer map (#190) - also fixed nav on skyhook pillar * Added Explod-o-Mat Power Up Visual (#191) * Add online multiplayer mode (#162) * Add Multiplayer mode, has some issues with UI, Lobby and PowerUp * Fixed Powerup, Crate and Mirror * Fix issues 4 and 5 * Combine player_Client and player_Server. Fixed part of issue 1 and 2. Add Countdown to waiting for players, Server can press Enter to start the game * Fix new issue 2 * fixed issue 3, camera is fixed using TopDownCamera in the map * fixed issue5: MAYHEM on different sides don't appear at the same time * Fix error for crate and laser * rename files to avoid conflicts * rename 2.0 * merge test 1 * merge test 1.0 * merge test 1.1 * Update Multiplayer UI (#188) * Add MultiplayerUI * Add UI in Contoller * Update UI in client * Update GameState * merge test 2.0 Co-authored-by: LiuTianZ <[email protected]> Co-authored-by: [email protected] <[email protected]> Co-authored-by: Ng Boon Hong <[email protected]> * Alpha playtest packaging fix (#193) * Delete legacy files * Fix Struct error in BeamermanGameMode Co-authored-by: irene-lly <[email protected]> * AI bug fixes & improvements (#198) * Delete legacy files * Fix Struct error in BeamermanGameMode * Fix bug where AI gets stuck at certain tiles * Rename blueprints and add some comments Co-authored-by: gachia <[email protected]> * Update online multiplayer UI (#199) * add steam lobby but still have some issues (#200) * remove player number in lobby (#203) * New objects and bug fixes for online multiplayer (#204) * Create blueprints for Explosive barrel and Skyhook Pillar * Fix mayhem mode * Add materials for mirrors in multiplayer blueprints * make player id flexible (#207) * Add end game UI for online multiplayer (#211) * remove player number in lobby * add end game widget for online, but victory UI is not replicated * fixed victory and BGM conflict * Online multiplayer score system (#212) * Add Score System into Online Multiplayer * Update Score System * Fix score bug * Resolve merge conflict * enable steam (#214) * Aesthetic changes (#213) * Added new assets for visual changes - Changed visuals for BaseTile, CrateWall and Wall. Went for a futuristic garden sky city look * Revised asset changes and new player indicator - Revised visual changes; hedges are back to crates and ground is now grassy - Added player indicator to Singleplayer mode - Increased light and camera zoom to all maps for better clarity of the field - Changed powerup font to something visually clearer and increased the size * Removed unused assets to reduce project size * Add laser rework for online multiplayer (#216) * Update Laser * Fix wall bug * Fix crate bug * Update score * Update victory ui * Update end game score * fixed online redundant music and Victory UI issues (#220) * Point orb (#221) * Create point orb and place in online multiplayer map * Delete unused audio and test stubs * Bug fix for crate point (#222) * Improvements to HUD, Main Menu (#206) * Implement new HUD for single player and local multiplayer * Settings (#209) * AI bug fixes & improvements (#198) * Delete legacy files * Fix Struct error in BeamermanGameMode * Fix bug where AI gets stuck at certain tiles * Rename blueprints and add some comments Co-authored-by: gachia <[email protected]> * Update online multiplayer UI (#199) * add steam lobby but still have some issues (#200) * remove player number in lobby (#203) * New objects and bug fixes for online multiplayer (#204) * Create blueprints for Explosive barrel and Skyhook Pillar * Fix mayhem mode * Add materials for mirrors in multiplayer blueprints * Add UI for sound settings * Add UI for resolution settings Co-authored-by: gachia <[email protected]> Co-authored-by: Ng Boon Hong <[email protected]> Co-authored-by: LiuTianZ <[email protected]> * Clean up how to play screen * Reorganise files, implement remove player stats if player not present in online multiplayer * Implement new HUD design for online multiplayer * Reorganise and rename files, clean up settings HUD * Create 3D models for powerups based on new icons * Disable BEGIN BATTLE for local multiplayer if <2 players * Implement host lobby design skeleton * Rename Multiplayer file to Local_Multiplayer * Implement notice when player not connected to steam * Reorganise files and design steam lobby UI * Finish implementing lobby design * Implement loading screen before joining session * Add loading screen widget to viewport upon joining game * Add main menu, add pressed button sound effects, back button in local multi, fix camera lighting bug in local multi map * add sound effect to end game ui * Attempted to create try again button for checking steam connection but failed Co-authored-by: Irene Lee Li Ying <[email protected]> Co-authored-by: gachia <[email protected]> Co-authored-by: Ng Boon Hong <[email protected]> Co-authored-by: LiuTianZ <[email protected]> Co-authored-by: beatricetay <[email protected]> * Online multiplayer bugfix & UI improvements (#223) * Fix bug where lazer destroys Skyhook pillar in one hit * Fix bug where player cannot host new game after ending a game * Add player indicator for online multiplayer * Fix lobby map filepath in project settings * Remove unused UI assets * Fix fade out from local multiplayer to main menu * Improve speed powerup, update all multiplayer powerups to use new models * Fix settings * Update toggle for online multiplayer UI * Update PointOrb spawning time * Added Explodomat Text and Updated SP Player Indicator - Explod-o-mat for SP and MP now spawns a billboard (text popup) - Player Indicator for SP uses a new Sprite and has an event tick to orient itself to face the camera * Clean up blueprints, reorganise files * Try to set up multiplayer waiting lobby * Forgot to save mult game map * Added print statements * Test * Remove placeholder text for player names * Edit player indicator for online multiplayer * Forgot to add in 'toggle visibility' for player indicator to work in previous commit * Make main menu map music persist to online multiplayer map * Fix client index in multiplayer game mode * Attemp to fix player name display issue for multiplayer lobby * Suppress login event if already logged in * Attempt to fix loading issue * Attempt to fix loading issue * Attempt to fix loading issue * Attempt to fix loading issue * Update filepath for LobbyMap so that it can work in build * Rollback online multiplayer lobby, add simple waiting server ui, modify pause menu for multiplayer mode * Fix multiplayer player indicator * Remove unused UI in multiplayer map, fix audio issues * Fix time of death in victory screen * fix player name and mirror texture Co-authored-by: ranicewin <[email protected]> Co-authored-by: [email protected] <[email protected]> Co-authored-by: gachia <[email protected]> Co-authored-by: iskandarzulkarnaien <[email protected]> Co-authored-by: raniceyue <[email protected]> Co-authored-by: beatricetay <[email protected]> * Bug fix final (#226) * Attempt to fix victory UI bug * Make online mult controller use new online victory ui * Make new online victory UI remove positions for nonexisting players * Change witing server start to align center, clean up blueprints, change delay value in online multiplayer game mode * Make victory ui use player records from the game state * Fix bug where when 3 players in online, Player 4 indicator lights up in waiting server start ui * Revert "Fix bug where when 3 players in online, Player 4 indicator lights up in waiting server start ui" This reverts commit 3995d3b. * Revert "Make victory ui use player records from the game state" This reverts commit a3b8ee2. * Fix bug where when 3 players in online, Player 4 indicator lights up in waiting server start ui * Remove second time player record is updated in game mode * Make all online multiplayer blueprints store and retrieve death records from the game state * Implement custom defeat screen for online multiplayer clients, and implement wait server start for clients * Make wait server start use game state to check alive players if client * Make waiting server start ui use the players array in the game state * Clean up blueprints * Make end game use game state * Increase delay * Clean up blueprints * Increase delay time * Add animation to countdown * Fix bug in animation for countdown, make pause menu centered * Clean up blueprints * Fix player position and number wrongly set in victory ui * cosmetic fix: how to play movement icon, centralize pause widget * [WIP]: Debugging waiting server ui * [WIP]: Debugging present players using struct * [WIP]: Debug present players, propagate struct * Add new explodomat powerup model * Fix explodomat powerup texture missing * [WIP]: modify player present struct * [WIP] Modify propagation * [WIP] set current player struct in game mode * set default value of max players * Update armour powerups to look like the actual armour * [WIP]: Modify reference instead of copy * Revamp entire how to play page * Update README.md * Refine UI * Rename some files, delete unused assets * Refactor online player registration, fix player index registration issue * Fix client waiting menu * Force loading screen to show in multiplayer player construct script * Move show loading screen from construct to gamemode * Fix scoring system and client player id 0 in victory screen bug * Add loading screen when client joins * Delete OnlineMultiplayerWaiting.uasset * Add flag to session to check if game has started or not * Fix some stuff * Add overlay for leave game, fix bool flag in online end game defeat * fix female char materials * refactor game mode to remove id to controller ref * fix victory player image * stop passive score after player death * Fixed missing image on HowToPlay screen for Explod-o-mat powerup * Updated several power-up names to match Pickup and GDD text - Change Armour to Armor (following GDD names) - Change Mirror Armor to Mirrored Armor (following pickup names) * fix for player controllers * modify controller config to allow keyboard usage for player 1 * Fix score on local multi victory * modify read me * modify picture in read me Co-authored-by: beatricetay <[email protected]> Co-authored-by: irene-lly <[email protected]> Co-authored-by: gachia <[email protected]> Co-authored-by: Ng Boon Hong <[email protected]> Co-authored-by: Gabriel Chia <[email protected]> Co-authored-by: Irene Lee Li Ying <[email protected]> Co-authored-by: ranicewin <[email protected]> Co-authored-by: iskandarzulkarnaien <[email protected]> Co-authored-by: LiuTianZ <[email protected]> Co-authored-by: LiuTianZ <[email protected]> Co-authored-by: [email protected] <[email protected]> Co-authored-by: irene-lly <[email protected]> Co-authored-by: Ranz <[email protected]> Co-authored-by: raniceyue <[email protected]>
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