Core game mechanics and User Improvements
- Added Ingame Pickups
- Removed the force OTP verification for maldivian users. (OTP needs to be verified to access store)
- Added a Register on browser button for users who has difficulties signing up from the game
- Added View top 500 rankings button which redirects to the releases page
- Added in-game Bill Boards for future monetization simulation testings
- Ping is now rounded off to the nearest 1 in ingame
- Implemented CSP (Content Security Policy) in Payments and identity portal to ensure our web interfaces are secure
- Added support for multiple active online versions so that we can test live the production build in its actual environment
- New testing workflow will follow
- Added support for background processing jobs on the API side for analysis, insights and other needs
- Aligned kill logs in game to the left
- Added UI Animation to on change character in the character change widget
- Added UI animation to the store popup confirmation and close
- Animated the background for a better Main menu User experience
- Removed the image on the store popup which is currently blank
- Duplicated health pickups across the ingame map
- Changed the health pickup to a new mesh (Green light lantern)
Visuals / 3D / Optimizations
- Reduced particle count for Aimina fireball
- Reduced particle count for Aimina Curse
- Reduced particle count for Bakuru Bleed effect and Heal effect
- Reduced particle count for Thakuru Blink
- Reduced particle count for Thakuru Cyclone
- Reduced particle count for Bodey Chakaas
- Reduced particle count for Bodey Rush
- Reduced particle count for Faathua Arrow
- Reduced particle count for Faathuma Rain of Arrow
- Fixed shadow map not appearing in night map
- Overhauled overall lighting of all light Scenarios
- Fixed one light being in the wrong light Scenario
- Fixed a wall overlapping issue
- Adjusted the water shader to make it more visible in night map
- Added AO (ambient occlusion) for light bakes
New Damage Subsystem
- Designed and implemented a new Damage system, Implemented as a separate subsystem that works on a seperate thread parallel to the game
- Added support for ignoring armor
- Added support for attacks that can do critical Damage
- Improved stun calculation
- Interrupt actions of the victim (attacks and skills) are no longer mandatory. Can be set as per action
- Added support for Character strengths and weaknesses vs other classes
- strengths and weaknesses Can be overridden by weapons in case of light and heavy attack
- strengths and weaknesses Can be overridden by skills for skill specific attacks
- Improved damage calculation with at least 5% of the damage being effective no matter the defense
- Updated the characters to use the new damage subsystem
- Bakuru bleed will not interrupt actions and ignores armor for consistent damage
- Fathuma rain of arrows ignores armor. Does lower damage to balance it out
- Fathuma homin arrow ignores armor. Does lower damage to balance it out
New player state manager
- Discarded the old player state system provided by Unreal due to its limitations and designed a new one
- Added support for tracking players that quit prematurely
- Added support for tracking when the player joined and exited the game
- Added support for tracking the "stints" a player made
- Stints consist of character data and records a summary from character spawn (or respawn) to character death
- Fully networked manually to ensure better network footprint and frequency of updates
- Added ability to track bots as "players" in the context of scoring
Bots / AI
- Implemented system for AI controlled pawns to exist on the world
- Designed and refined a behavioural tree for controlling the bots
- Fully networked the pawns to have full functionality while running on server
- Updated the character skills to be usable by the bots running on server
- Current skill system was designed to be triggered by client devices (phones)
- Created 3 bots with slightly tweaked behavioural trees for the relevant characters
Rankings
- Added global rankings as per the player ratings (top 20 visible in-game), top 500 visible on website
- Also added support for Daily, Weekly and Monthly rankings for future use
- Fully implemented in the UI (accessible via the Profile screen)
- Ability track my current position even if the ranking is below the top 20
Characters
Thakuru
- Fixed and reworked Locomotion animation of Idle, Running and Walking
- Fixed and reworked Strafing for running and walking animations for all directions (R, BR, B, BL, L, FL, F, FR)
- Thakuru: Added sound cue "OnDamage" for thakuru with 6 variations
- Thakuru: Added sound cue "Effort" for using light attack, heavy attack and for the first skill blink.
- Thakuru: Added sounds for "OnDeath"
- Thakuru : Added sound cue for "OnDeath" with 6 variations
Bakuru
- Fixed and reworked Locomotion animation of Idle, Running and Walking
- Bakuru : Added "On Death" sound cue with 6 variations
- Bakuru : added sound cue"Effort" for light and heavy attack
- Bakuru : added sound cue"Effort" for Sill one and skill two
- Bakuru : on Damage sound ques with multiple variations
Bodey
- Fixed and reworked Locomotion animation of Idle, Running and Walking
- Bodey : Added sound cue"OnDamage" with 6 variations
- Bodey : Added sounds for bodey on death
- Bodey : Added Sounds cue"Effort" For light attack and heavy attack
- Bodey : Added on death sound cue for bodey on death with 7 variations
- Bodey : Added sound cue"Effort" for skill one and skill two
Fathuma
- Fixed and reworked Locomotion animation of Idle, Running and Walking
- Fathuma : Added new sounds and sound cue with 6 new variations for OnDamage
- Fathuma : Added new sound and sound cue"Effort" with 6 variations to the Light and a repetitive sound for the heavy attack
- Fathuma : On death Sounds added with 6 variations
- Removed the repetitive enemy damage sound effect on skill 3 is cast on the enemy
Aimina
- Fixed and reworked Locomotion animation of Idle, Running and Walking
- Aimina : Added sound cue "OnDeath"
- Aimina : Added sounds and sound cue to aimina on hit (10 variations)
- Aimina : Added sounds cueto curse effect cast Aimina
- Aimina : Added sound cue for fireball skill [on event execute]
- Aimina : Added sound cue for light and heavy attack