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V0.0.3 Available Test Build

The team at Syntax Surfers is proud to announce that a playable demo of our title WaveBreakers is available! Feel free to jump in, and please, let us know what you think!


See a list of recent changes to the build below!

 V0.0.1

ADDED

Initial folder creation and p4ignore 

ADDED

initial project file commit 

CHANGED

made uproject writable 

CHANGED

removed shipping from binaries in p4ignore

ADDED

test cube to scene 

DELETE

 binaries file not ignored. Now it is

ADDED

Testing 

ADDED

Testing

ADDED

Cube

ADDED

-

ADDED

test cube and test c++ files for Avery

ADDED

more test code classes with parents

DELETE

temp testing c++ files

CHANGED

the project.h file to allow for error messaging (logs)

ADDED

all code files under both folder. no blueprint implementation

CHANGED

updated module dependencies to better reflect our current project

CHANGED

Removed all character implementation provided by Unreal

ADDED

DELETE

All codebase from GAR. No blueprint implementations

removed UE Third Person Character prefab

ADDED

Agent reload files because UE ignored them for some reason?

ADDED

Player and enemy models 

CHANGED

adjusted player camera. kept spring arm

CHANGED

ADDED

map to use code player

wrappers for the game mode and player files

ADDED

nav mesh volume

ADDED

kill plane script added

ADDED

player movement and BP’s

CHANGED

 code for player to move and comment out crash killers

ADDED

new enemy

ADDED

Towers and Environment

ADDED

UI assets for crosshairs and misc. functions

ADDED

CHANGED

projectile BP wrapper and flat red color

added crosshair and weapon icon to the player hud

ADDED

CHANGED

Flag icon 

updated UI layout

ADDED

Kill plane added to scene and wall split for testing

ADDED

main menu widget and background

ADDED

results widget

CHANGED

ADDED

game mode, main menu, and default engine settings 

Menu and game instances

ADDED

win zone placed in world for win condition

ADDED

win zone moved

ADDED

win zone class

CHANGED

player camera position

ADDED

Music

CHANGED

code game mode setting menus with test collisions

ADDED

SFX

CHANGED

base player stuff, weapon socket

CHANGED

began pause menu implementation

CHANGED

added pause input

ADDED

footsteps notify sounds

ADDED

more SFX

CHANGED

added death animation place holder. Damage pickup and damage pickup implementation.

CHANGED

win menu showing

ADDED

pause menu widget

ADDED

Music to Main Menu

ADDED

pause menu

CHANGED

game default Map

DELETE

Demo from that CREATURE

CHANGED

The stupid crab cant animate

CHANGED

no longer in release mode




 V0.0.2

 ADDED

music to the pause menu

ADDED

CHANGED

Building and Grid System classes

Grid Component to work with Building and Grid System

ADDED

Building Actor class

CHANGED

Content browser re organized

CHANGED

commented out grid system in grid component

ADDED

Added god mode and full health cheats

ADDED

basic enter and exit of first person build mode

CHANGED

simple building added in scene when entering first person build mode

ADDED

DELETE

Builder component and new Kill zone

kill plan

DELETE

CHANGED

duplicate tower folder

re-applied BP cannon mesh

CHANGED

ADDED

Level Layout. Level outliner organized

GridSystem to scene. kill zone actor to scene. 

ADDED

Spawn enemy cheat code

ADDED

Cheat Code currently can only fill health god mode and spawn enemies 

ADDED

Tower Defender system with player possession functionality.

Fixed-base aiming with clamped camera control and synced weapon mount rotation.

Real-time projectile alignment to current aim.

Owner assignment on possession and player mesh visibility toggle when entering/leaving tower.

ADDED

C++ Clases of the tower #changelist validated

CHANGED

fixed level layout

ADDED

new testing scene

DELETE

CHANGED

Third person map

game instance to use testing map

ADDED

CHANGED

new map for testing build mode and grid

testing map grid defualts. build mode shows grid layout

ADDED

CHANGE

BP_LaneAgentController, BPTask_SetNextWaypoint, BT_LanePush, ALaneManager, ALaneWaypoint, Starter Map with lane/waypoint setup.

Updated Dummy AI Controller to use new lane system, linked Blackboard keys, adjusted BT lane-follow branch to Sequence.

ADDED:

Options Menu. Displays Simple Controls.

CHANGED

Some of the cheats to work 

ADDED

Cheat Code currently can only fill health god mode and spawn enemies 

ADDED

Code Quest giver NPC

ADDED 

Quest giver NPC and Widget made 

ADDED

Quest giver NPC

CHANGED

Some code so the player will stop to interact with the Quest giver

CHANGED

fixed grid line memory issue

CHANGED:

Fixed pause menu tabs functionality. Added button for expanded pause menu. Reordered Initialization of GridComponent pointers

CHANGED: 

Another rearrangement of the grid component instantiation

CHANGED

buildings now snap to center of grid tile

ADDED:

Objective display.

ADDED

Quest Logging Code

ADDED

CHANGED:

UTargetableComponent for AI detection/collision setup, UHealthComponent for damage/death handling, melee socket fallback and targetable?only damage filtering; 

 Core and Tower to include targetable/health components with proper collision, updated UTargetableComponent::OnRegister() to block relevant channels, and expanded ABaseRifle melee sweep to hit valid objectives while ignoring non?targets.

CHANGED

restricted building to 1 structure per tile

CHANGED

BP base player grid settings

CHANGED

fixed missing function declarations

ADDED

CHANGED

inputs for cycling through placeable buildings

player can build towers and regular buildings

ADDED:

FPS display, Beginning of cheats menu.

ADDED:

Fixed a possible crash when the player pauses.

CHANGED:

FPS counter implementation

CHANGED:

Proper UI delegate cleanup

ADDED

construction phase logic, grid placement support, and possession han

CHANGE

Enemy animation, phase timer to 15 s #changelist validated

CHANGED: 

added win con. fixed win timer??? maybe idk test

CHANGE

Player animation to NO foot steps

CHANGE

NOOOOOO FOOTSTEPS

CHANGE

Updated SpawnAgent to use IsActorBeingDestroyed() and validity checks before binding OnDestroyed to prevent ensure failures during spawner or agent destruction




 V0.0.3

 ADDED

CHANGE

ATowerAoEProjectile (radial damage + explosion VFX/SFX), ATowerEffectProjectile (status?effect base), ETowerType enum in ABaseTower, ProjectileClass property/getter in ABaseTower.

Fixed Auto Possess AI in tower Blueprint, updated ATowerWeapon to spawn tower?configured projectile class, made ATowerProjectile::OnProjectileHit virtual, added friendly?fire ignore logic in ATowerProjectile.

CHANGED

Abstracted build mode from player to builder component

ADDED

CHANGED

added material to show grid tiles in first person build mode

changed build mode shows visual cues

CHANGED

FPS Counter working as intended

CHANGED

Tried to solve the reticule not changing color issue. Swing and a miss.

ADDED

Grid tile class

ADDED

CHANGED

camera and spring arm to gird system. background to scene view

grid system to derive pawn instead of actor

CHANGED

prevented entering top down mode from first person build mode

DELETE

ADDED

CHANGED

grid system in build mode test scene

new grid system in build mode test scene

top down mode can zoom, move side to side, and back to forward. (offset error)

DELETE

ADDED

CHANGED

grid system in build mode test map

new grid system in build mode test map

top down build mode can zoom and pan

ADDED

Code for Quest

ADDED

Flintlock pistol asset

CHANGED

ADDED

Modified the Rifle to be a rifle. Player and enemy models to use proper weapon placements

Melee Weapon code and blueprints

CHANGED

fixed top down movement inconsistency

ADDED

Quest log to the player/ have yet to test but pushing pushing if someone needs the player while i step away quick

ADDED

BP Grid Tile to project

CHANGES

Added BindHUDToPlayer/BindHUDToTower in BasePlayer (with forward decl for ABaseTower), updated HUD delegate rebinding with immediate SetHealth/SetAmmo, unbound tower delegates in LeaveTower, fixed BaseRifle::BeginPlay to use GetOwner() and Destroy() safely, ensured TowerWeapon::Attack uses WeaponMount/camera rotation when player?controlled.

CHANGE

Refactored tower possession logic into Apply/RemovePossessionBoost helpers with debug logs; boosts now apply via weapon?s projectile class but UI swap + cleanup/fix still pending.

ADDED

CHANGED

Tile preview for top down mode. not building yet.

removed excessive logs in grid component

ADDED

Quest log still needs work

Changed

Event graphes to make quest log

CHANGES

Update TowerDefensePhaseManager and BaseSpawner integration with full build/defend phase loop, enemy spawn/kill tracking, round progression, difficulty scaling, and win condition broadcast- needs more work/not completed

ADDED

cheats to be able to use in game .exe

CHANGED

ADDED

Options menu to better reflect actual control scheme

UI flat color to paint with, if needed.

CHANGED

hooked the cheats menu into the cheats menu. No idea how the user clicks this.

CHANGED

Everything here played a part in attempting to get the Core Health bar on screen to decrement when the core takes damage.

CHANGED

Its so late I don't remember. I think I was setting up a volume slider? Did someone already make a master volume interface? 

CHANGED

ADDED

Starter map grid settings

cycling through available buildings, and placing buildings

ADDED

CHANGES

COMMENT

PhaseHUD widget integration (phase text, build timer, round info; hides round info on Build phase start)

Updated BasePlayer to bind PhaseHUD to PhaseManager delegates (BuildPhase, DefendPhase, BuildTimerTick, RoundInfo); removed binding to enemies remaining

Removed enemies remaining display from HUD (kept internal tracking in PhaseManager for wave completion)

CHANGED

commented out non-existent callback

CHANGED

fixed first person build preview not updating while in build mode

ADDED

ADDED

Pistol animation

extra build state materials

DELETE

CHANGED

Unused island map

flipped and to an or in base agent attack interface func

CHANGED

some of the cheat event graphs to actully be clicked so now god mode and Refill health will happen, NOTE: no visual effect and must be used in pause menu to work

CHANGE

Fix the towers so you can posses them in build mode too, and fix the phase manager

ADDED

CHANGE

Add input for the melee attack

add in the base player class the new melee input

CHANGE

add a if check to see if melee is asing

ADDED

CHANGED

Pistol animation blend and retargeted pistol animation

The animation blend space

CHANGE

fixed the shutdown crash by replacing the lambda timer with a safe bound function and clearing all timers in EndPlay to prevent dangling this references.

CHANGED

fixed build mode building list from beign cleared.

stopped placement of overlapping buildings in top down mode

ADDED

CHANGED

Retargeted pistol animation revision

Animation poses and the retargeting values to better position the pistol

ADDED

Master volume to work with slider!!

CHANGED

Player shoots and melees properly

GHANGED

base rifle aim rotation

CHANGE

set the player visible once it levaes the tower

CHANGE

behavior tree so the agent dosen't try to reload

CHANGE

bp melee to do 1 damage

CHANGED

Projectiles die after 5 seconds

CHANGED

Pause menu code a little bit to stop music from playing after being resumed

Files

  • WaveBreakersSetup.exe 997 MB
    1 day ago
Download Wave Breakers – Strategy Hybrid Tower Defense
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