
Posted June 07, 2025 by FarForgottenProductions
Date Range: May 1 โ May 31, 2025
Contributors: Kayman Colvin, Carlos Reid, Jacob Mosser, Corey Bell Wright
Encounter Effects & Transitions:
Created particle effects to visually signal encounter zones.
Used collision boxes to toggle these effects and optimize performance.
Level Flow:
Set up the player spawn in the hub world.
Added transitions from the hub to the ruins using entrance points and rare teleporters.
Return Portals:
Implemented randomly spawning return portals in ruins.
Used percentage-based spawn logic tied to wall placements.
Began visual improvements and minimap icon support.
Seeded Procedural Generation:
Overhauled procedural generation to use a seeded RNG (SRand), enabling repeatable or randomized runs.
Updated attractor generation, encounter spawning, and rotation logic.
Art Integration:
Refactored mesh instancing for collaboration with new environment artist.
Dynamic handling of floor and wall meshes based on arrays.
Adjusted tile spawning to load 50 at a time for performance.
Blueprint to Code Migration:
Migrated BP_Encounter logic to C++.
Began general migration of procedural and encounter systems into code.
Improved direction-checking logic for generation tiles.
Aura System Foundation:
Built the Aura System as a meta-progression currency.
Implemented 5 upgrade categories: Relic Capture, Survivability, Exploration, Combat, Attributes.
Upgrade Widgets:
Developed visual states for upgrades: Locked (black), Available (gold), Purchased (green).
Created a Bezier curve system to visually connect upgrade slots.
Added hold-to-purchase mechanic with visual progress feedback.
Exploration Upgrades:
Added upgrades for stamina, inventory capacity, vendor prices, loot quantity/quality, gold earnings.
Fully functional and persistent across runs.
Survival Upgrades:
Added party-wide Shadow health buffs.
Began integration with the battle system to track upgrades for new Shadows.
Attribute & Combat Upgrades:
Added permanent stat boosts (HP, Attack, Defense, etc.) for all Shadows.
Combat enhancements include relic capture chances, move buffs, XP boosts, and shadow storage increases.
Main Upgrade Menu:
Centralized access to all upgrade branches.
Swappable categories within pause menu.
Integrated aura point tracker and contextual info panel.
Consumable Effects:
Refactored speed potion logic.
Added inventory hotkey ('I') and screen vignette for visual feedback.
XP & Level-Up System:
Fully implemented XP gain, level-ups, and stat scaling in C++.
Added skill learning logic with a "learned skills" buffer if the Shadow knows 4 moves.
Battle System Migration:
Migrated BattleHUD to C++: skill selection, dialogue, inventory toggling, and UI button behaviors.
Integrated BattleProxy with new turn logic, speed/accuracy checks, and attacker/defender resolution.
Party Management:
Implemented party swapping during combat (costs a turn).
Working on out-of-combat management and persistent catalog.
Starter Selection UI:
Built animated, data-driven UI to choose a starting Shadow.
Utilizes live 2D captures of animated Shadows.
Integrated with developer settings for centralized defaults.
Combat Improvements:
Basic AI, attack flow, stat resets post-battle.
Added config-driven data tables via UDeveloperSettings.
Built centralized ShadowFunctionLibrary to handle Shadow spawning, stat rolls, and encounter generation.
RunDataSubsystem:
Migrated tracking from GameRunManager to a persistent subsystem tied to the GameInstance.
Tracks time, gold, Shadows defeated/captured, and cause of defeat across level loads.
Defeat Screen:
Built animated defeat screen with count-up effects and full stat breakdown.
Displays who defeated the player, time survived, Shadows used, and more.
Save & Load Systems:
Created debug-triggered save/load functionality for run and achievement data.
Implemented multiple save slots, planned integration with pause and main menus.
Achievements System:
JSON-based structure supporting ~60 tracked achievements.
Built scalable achievement screen with auto-populating grid.
Pop-up widget created for unlock notifications.
UI Improvements:
Began moving UI logic out of Player class into dedicated UI Manager.
Improved transitions between screens and post-run data presentation.