Full notes
Full Trivals update
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What changed
- Gameplay
- Fixes
- Store
- Balance
Here’s what we’ve been working on this week
Shane’s clothing is getting some work done to make it more dynamic, we are adding rigid body simulation to give it a more natural and overlapping feel.
We’ve added the throw ability functionality, but we ran into a strange bug with the animation. After investigating, we discovered we needed to create a custom montage node to play our animations properly in a replicated way alongside the motion-matching system. It’s a work in progress, but we're hoping to have it resolved by next week!
We’ve also been working on getting Shane’s Vinewall ability functional which will serve as a base for creating other abilities that require a preview.
As part of making the game more scalable and to take full advantage of Unreal's Gameplay Ability System (GAS), we’ve started moving more information and data into Data Assets. For those unfamiliar, Data Assets are reusable data containers in Unreal that allow us to store important gameplay variables and properties in one place. The best part? We’ve integrated them into the game in real time, so we can quickly tweak and test things without needing to dive into code.
On the game mode side, we’ve started testing a new Tile System. This system lets players interact with tiles on the field, creating more dynamic gameplay moments.. It’s been so much fun that we had trouble stopping the recording.
We’re also developing a Guardian Game Mode! Instead of the usual 5-minute timed matches, players will need to defeat a Guardian to win. How do you hit the Guardian, you ask? You’ll need to charge up the ball by making successful passes, then target the Guardian’s weak spots to deal damage.
Our goal is to get the core mechanics in place as quickly as possible so you can jump in and test it with us. We’re eager to hear your feedback and use it to improve the game!
Thanks for all the support, and we’ll see you next week! 💬
Source
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