Friends Family Patch 0.1.4
Major UI Overhaul part 2!
In the last few weeks, we’ve been concentrating on continuing the UI overhaul. You’ll see a ton of improvements and because of this, likely some polish issues - please do report them!
Additionally, Doug has been doing a ton of NPC work. Some of this you’ll see in the build, but others will be waiting until we build the next crop of rooms to place said NPCs in the game. Exciting times! And of course, our polish rounds continue apace, in large part thanks to your feedback. Speaking of which - feedback welcome, as always!
UI
-- Encyclopedia and Identification system roughed in
-- Once you see an object in-game, its name will be shown in the Encyclopedia page (Y key/Gamepad Special Left by default, or now merged with the Character sheet)
-- Once you interact with an unknown thang in the game (items, creatures, etc.) - i.e. pick it up, wear it, kill it (for creatures), survive it (for viewer events) the full description will be available
-- Item nameplates will no longer show the description or stats of an item until after it has been picked up at least once
-- Encyclopedia has base rough functionality for displaying mutations, weapons, bosses, viewer events, and gadgets
-- I’ve only added more detailed flavor text for a few items so far - more to come
-- Nameplate overhaul - this will be becoming an interaction button to pick up mutations, interact with machines, etc.
-- Mutations now set their color based on their rarity
-- Completion meter now only accounts for achievements you can unlock in the current build vs. achievements for levels/bosses/content not yet enabled in F&F
-- Note - as we enable new achievements week to week, your 100% will drop down based on this!
-- Improved announcer system
-- Level greeter now uses announcer to announce new levels and buffs
-- Viewer gifts now use the announcer
-- Character sheet is now a bindable key - defaults to TAB/Gamepad Special Right (should map to Select on XBOX and Options on PS4)
-- Character sheet merged with new Encyclopedia
-- Created new combo tracker in the modern style attached to viewer widget
-- Cleaned up old fonts/etc on viewer event tracker and repositioned
-- Archived old style UI assets
-- Cleaned up viewer poll tracker and repositioned
-- Carnage Combo widget now animates, stacks similar elements, and handles cases more cleanly
-- Merged Fan Counter and Fan Goal widgets into a more compact entity
-- Announcer can now handle newlines
-- Announcer handles longer lines better
-- Widget placement improved on main HUD
-- Achievements now are announced via the Announcer Swoop
-- Made larger difference in color between enabled and disabled keys
-- Added ability to cancel announcements
-- Boss Room UI interacts better with other announcements
NPCs
-- Increased the area of the highlight cambot's spotlight
-- All the various highlight cambot effects now properly enable and disable at the correct times
-- Changed the claw spider to be tiny and trivial, but also to attack faster
-- Spider skeleton is now set up for splitbody animations
-- Tar spiders now properly telegraph their attacks via animation whether walking or standing still
-- Mutant chopper will now sometimes choose to turn before he reaches a wall
-- Cleaned up the mini drone spawn effects
-- Slightly decreased the size of the mini drones
-- Fixed an issue where the oompa overseer was strafing for no real reason
-- Changed all normal wanders to double try further wanders
-- Increased the mini spike spider's wander radius and movement speed
-- The facehugger now does a wander / flee style behavior instead of just a normal wander
-- The facehugger now moves much faster when it runs to resurrect a corpse
-- Oompa grenadiers accurately calculate ballistic arcs for their mortar attacks if they have an AITarget
-- Fixed a bug where some creatures continued to fire even after it lost sight of you
-- Added proper LoS data checking to both of the "Face" ai trees
-- Fixed several units that were not set to require LoS when they actually should
-- Oompa grenadiers now strafe
-- Shotgunners and Grenadiers have better blend spaces set up so they move and strafe without floating along
-- Updated the WanderDelay AI tree to use NPC data instead of a hard coded delay value
-- Switched both drone factories to use the new WanderDelay tree (much more interesting base movement)
-- Enemies will no longer forget who you are if you walk behind a rock
-- Cleaned up a bunch of AIData breaks that have expanded with unnecessary extra data over the last few months
-- Tweaked how the Oompa Grenadier works in several ways to get it to work a bit better
-- Added a firing distance to the Oompa Grenadier based on its Far stat
-- The Oompa Grenadier now only shoots at you if he can reach you with his mortar
-- The Oompa Grenadier now adjusts his goal distance from the player to be equal to his mortar's range
-- Mortar projectiles now arm at the peak of their arc
-- Tweaked the goal radius and far stats on the Mutant Shotgunner to cause them to engage at more range
-- Turrets now split-body animate properly, have telegraphs, and have fire animations
-- Oompa diggers now use powerattacking to keep drilling you as long as you are in melee range
-- Fixed up Driller blend space for more visible feet motion
-- Added new firing nodes for Digger V1
-- Set up digger skeleton as a viable retarget option (English version - animations should no longer have them occasionally “float”)
-- Improved the charge path selection behavior so that charging enemies get stuck less
-- Marked various animations as being sized for the digger skeleton
-- Added ability to override firing node choices in CH_NPC
-- Oompa Diggers now destroy rocks with their giant drills
Content
-- Added WallBouncers for your bouncy wall desires
-- Spikes extend on spikeballs only when walloped
-- Updated physics movement of spikeballs to be much bouncier
-- Spikeballs when spiky can now damage barrels and other occluders that take Physical damage
-- Added always-on spikeballs for trap rooms
-- Added the Shocker carnage item - a frequently usable low-damage stunning attack that refuels after only a few stylish moves (about 12 carnage points). If folks like this, we’re likely to move many more of these items over to a usable-a-few-times-per-combat design instead of the current use-every-few-rooms design. Either will still be possible, but we’ll treat the Carnage Item most often as a cooldown-based Ult more frequently than the expensive and rare utility item that the first few were filling the space of design-wise. Thoughts definitely welcome.
-- Shocker is now (temporarily?) the default carnage item for Decimus
-- Added spiked walls
-- Raised spawn rates of rocks vs other occluders to make bombs/hover/etc. a bit more valuable
-- Re-raised rate of random spikeball occluders (was set to trivially low for early F&F since they were unfun)
-- Added Wallbouncer/Shotgunner/Spikeball bounce fest room
-- Added propping for start room
-- Added blueprints for TVSet boom mic and crane camera
-- Added TV_Camera_Occluder
-- Main TV Stage set up
-- Added new spotlight occluders
-- Added collision to various stage meshes
-- Tagged up all stage assets and added to SpawnLeaves
-- Added (temporary) Oompa cameraman to the TV Camera
Dev
-- Added ability to select walls/view wall info to Room Editor
-- Added ability to add tags to walls and tiles to Room Editor
-- Cleaned up Room Editor old code
-- Room Editor can now set tags to use when using AutoWall
-- Added Room Editor buttons for Add/Delete rows and columns
-- Added IDamageable::IsCorpse and implementation on BaseCharacter
Polish
-- Added a few new ambient audio tracks to the project and set them up for use
-- Unified how ambient tracks are spawned and played during play
-- Added a system to swap between standard and crowd cheering ambient tracks depending on how close you are to a starting room, arena room, or boss room
-- Fixed inconsistent audio (and unimportant functionality) in the character select menu
-- Fixed an issue with attempting to change the game difficulty without missing saved run data
-- Removed the open floor arena sand pile decor pieces
-- The arena occluder sand piles now clear out when the occluder is destroyed
-- Added a sand pile to the arena spawn pod
-- Telekinetic Weapon's holder is now informed when you pick up/drop a weapon
-- Telekinetic electric sword has a custom trail displayed at all times for visibility
-- Fixed the fact that Orbit would sometimes not properly apply on walloping an enemy for the second time
-- Shover shield lights up when it blocks movement as well as when it blocks damage
-- Prevented infinite-bounce case for projectiles and wallbouncers
-- Bouncers no longer trigger on creatures that are immune to Movement, Walloping, or are undamageable
-- Bombs could occasionally still collide with player after expended (fixed)
-- Cleaned up Zap Sphere and added an easy Zap helper function to handle zap visuals
-- Added ability for Active Items to have their own animation notify so as not to confuse your current weapon with other attacks
-- Updated our wall decals to properly call out the current floor for all prison and security floors
-- Health bars for armored mobs are now grey (thanks @Seebo and @loginerror)
-- Fixed the custom render depth for several enemy weapons
-- Removed some edge tiles from the center of the compact arena room since their material fade does not work like the rest of the floor tiles
-- Fixed some issues with the oompa digger and his contact damage component
-- Added more consistent callbacks to the contact damage component
-- Hooked the new digging particle effects to the digger
-- Door cleanup
-- Cleaned up hierarchy/simplified between base doors, spiked, and locked doors
-- Added custom "spiked door" gate asset
-- Floating text cleanup - found and fixed that annoying persistent "sometimes the outline doesn't fade but everything else does" bug at long last
-- Fixed some issues with various firing nodes looping forever instead of firing once then stopping
-- Account item unlocks now work consistently on new runs
-- Fixed rare potential race condition in AudienceManager startup/FanGoal
-- Buff manager now saves and loads buff redirectors (unlocked viewer events didn’t always enter the spawn pool properly)
-- Fixed Boombadier mutation issue where both bombs spawned in the same space as each other
-- Bombs now collide with other bombs/movable occluders again
-- Fixed minor timing/visual issue with harpoon projectiles and Exit Wounds mutation
-- Fixed some pathing issues that had cropped up on several of our test levels
-- Horns now has a custom socket on the Warbot skeleton for Power Armor
-- Announcer Swoop can now parse messages and has various levels of overriding tags and text
-- Oompa cameraman better tracks player
-- Added ability to turn off player tracking for Boom mic
-- Fixed potential race condition on new account file
-- Fixed some issues with BuffStackGroups
-- Added logging to buff helper functions
-- Cleaned up buffs applied by HighlightCambots
-- The Highlight Cambots now fly away when combat ends in the room.
-- Made some quick changes to highlight cambots and scannerbots to let them work with short, reapplying buffs instead of permanent buffs they apply and remove
-- Merged Character Sheet and Encyclopedia
-- Added ability to list consumables and other items
-- Fixed tag error from minimap when dropping Shocker in a room
-- Started adding flavor text for more items
-- Fixed some issues with enemies not rotating to face you if they were standing right in your face
-- Fixed issues with the oompa digger getting stuck underground
-- Shocker no longer leaves you paralyzed if interrupted
-- Audience voting for items or viewer events unlocks them as "seen" in your encyclopedia
-- Turned off sparks/melee damage on Bombardier fists (since he no longer does melee)
-- Doors now properly lock down if there will be combat in the room immediately instead of waiting for the first enemy to spawn
-- Added ability for announcer to have blank messages and insta-interrupting priority announcements
-- Created new viewer event widget based on more modern style
-- Made viewer event widgets overlap with each other and boss room widgets
-- Locked door cages now block flying players from getting near the door
-- Lock failures now can no longer rapidly spawn multiple "Need Key" style texts
-- Removed old tags/code for Tutorial room controllers
-- Cleaned up (somewhat) announcing the end of arenas vs. Viewer Gifts
-- Fixed an issue that was causing broken rock pillars to slowly travel lower and lower into the ground each time you saved then loaded
-- Added attenuation to Bouncer sounds
In the last few weeks, we’ve been concentrating on continuing the UI overhaul. You’ll see a ton of improvements and because of this, likely some polish issues - please do report them!
Additionally, Doug has been doing a ton of NPC work. Some of this you’ll see in the build, but others will be waiting until we build the next crop of rooms to place said NPCs in the game. Exciting times! And of course, our polish rounds continue apace, in large part thanks to your feedback. Speaking of which - feedback welcome, as always!
UI
-- Encyclopedia and Identification system roughed in
-- Once you see an object in-game, its name will be shown in the Encyclopedia page (Y key/Gamepad Special Left by default, or now merged with the Character sheet)
-- Once you interact with an unknown thang in the game (items, creatures, etc.) - i.e. pick it up, wear it, kill it (for creatures), survive it (for viewer events) the full description will be available
-- Item nameplates will no longer show the description or stats of an item until after it has been picked up at least once
-- Encyclopedia has base rough functionality for displaying mutations, weapons, bosses, viewer events, and gadgets
-- I’ve only added more detailed flavor text for a few items so far - more to come
-- Nameplate overhaul - this will be becoming an interaction button to pick up mutations, interact with machines, etc.
-- Mutations now set their color based on their rarity
-- Completion meter now only accounts for achievements you can unlock in the current build vs. achievements for levels/bosses/content not yet enabled in F&F
-- Note - as we enable new achievements week to week, your 100% will drop down based on this!
-- Improved announcer system
-- Level greeter now uses announcer to announce new levels and buffs
-- Viewer gifts now use the announcer
-- Character sheet is now a bindable key - defaults to TAB/Gamepad Special Right (should map to Select on XBOX and Options on PS4)
-- Character sheet merged with new Encyclopedia
-- Created new combo tracker in the modern style attached to viewer widget
-- Cleaned up old fonts/etc on viewer event tracker and repositioned
-- Archived old style UI assets
-- Cleaned up viewer poll tracker and repositioned
-- Carnage Combo widget now animates, stacks similar elements, and handles cases more cleanly
-- Merged Fan Counter and Fan Goal widgets into a more compact entity
-- Announcer can now handle newlines
-- Announcer handles longer lines better
-- Widget placement improved on main HUD
-- Achievements now are announced via the Announcer Swoop
-- Made larger difference in color between enabled and disabled keys
-- Added ability to cancel announcements
-- Boss Room UI interacts better with other announcements
NPCs
-- Increased the area of the highlight cambot's spotlight
-- All the various highlight cambot effects now properly enable and disable at the correct times
-- Changed the claw spider to be tiny and trivial, but also to attack faster
-- Spider skeleton is now set up for splitbody animations
-- Tar spiders now properly telegraph their attacks via animation whether walking or standing still
-- Mutant chopper will now sometimes choose to turn before he reaches a wall
-- Cleaned up the mini drone spawn effects
-- Slightly decreased the size of the mini drones
-- Fixed an issue where the oompa overseer was strafing for no real reason
-- Changed all normal wanders to double try further wanders
-- Increased the mini spike spider's wander radius and movement speed
-- The facehugger now does a wander / flee style behavior instead of just a normal wander
-- The facehugger now moves much faster when it runs to resurrect a corpse
-- Oompa grenadiers accurately calculate ballistic arcs for their mortar attacks if they have an AITarget
-- Fixed a bug where some creatures continued to fire even after it lost sight of you
-- Added proper LoS data checking to both of the "Face" ai trees
-- Fixed several units that were not set to require LoS when they actually should
-- Oompa grenadiers now strafe
-- Shotgunners and Grenadiers have better blend spaces set up so they move and strafe without floating along
-- Updated the WanderDelay AI tree to use NPC data instead of a hard coded delay value
-- Switched both drone factories to use the new WanderDelay tree (much more interesting base movement)
-- Enemies will no longer forget who you are if you walk behind a rock
-- Cleaned up a bunch of AIData breaks that have expanded with unnecessary extra data over the last few months
-- Tweaked how the Oompa Grenadier works in several ways to get it to work a bit better
-- Added a firing distance to the Oompa Grenadier based on its Far stat
-- The Oompa Grenadier now only shoots at you if he can reach you with his mortar
-- The Oompa Grenadier now adjusts his goal distance from the player to be equal to his mortar's range
-- Mortar projectiles now arm at the peak of their arc
-- Tweaked the goal radius and far stats on the Mutant Shotgunner to cause them to engage at more range
-- Turrets now split-body animate properly, have telegraphs, and have fire animations
-- Oompa diggers now use powerattacking to keep drilling you as long as you are in melee range
-- Fixed up Driller blend space for more visible feet motion
-- Added new firing nodes for Digger V1
-- Set up digger skeleton as a viable retarget option (English version - animations should no longer have them occasionally “float”)
-- Improved the charge path selection behavior so that charging enemies get stuck less
-- Marked various animations as being sized for the digger skeleton
-- Added ability to override firing node choices in CH_NPC
-- Oompa Diggers now destroy rocks with their giant drills
Content
-- Added WallBouncers for your bouncy wall desires
-- Spikes extend on spikeballs only when walloped
-- Updated physics movement of spikeballs to be much bouncier
-- Spikeballs when spiky can now damage barrels and other occluders that take Physical damage
-- Added always-on spikeballs for trap rooms
-- Added the Shocker carnage item - a frequently usable low-damage stunning attack that refuels after only a few stylish moves (about 12 carnage points). If folks like this, we’re likely to move many more of these items over to a usable-a-few-times-per-combat design instead of the current use-every-few-rooms design. Either will still be possible, but we’ll treat the Carnage Item most often as a cooldown-based Ult more frequently than the expensive and rare utility item that the first few were filling the space of design-wise. Thoughts definitely welcome.
-- Shocker is now (temporarily?) the default carnage item for Decimus
-- Added spiked walls
-- Raised spawn rates of rocks vs other occluders to make bombs/hover/etc. a bit more valuable
-- Re-raised rate of random spikeball occluders (was set to trivially low for early F&F since they were unfun)
-- Added Wallbouncer/Shotgunner/Spikeball bounce fest room
-- Added propping for start room
-- Added blueprints for TVSet boom mic and crane camera
-- Added TV_Camera_Occluder
-- Main TV Stage set up
-- Added new spotlight occluders
-- Added collision to various stage meshes
-- Tagged up all stage assets and added to SpawnLeaves
-- Added (temporary) Oompa cameraman to the TV Camera
Dev
-- Added ability to select walls/view wall info to Room Editor
-- Added ability to add tags to walls and tiles to Room Editor
-- Cleaned up Room Editor old code
-- Room Editor can now set tags to use when using AutoWall
-- Added Room Editor buttons for Add/Delete rows and columns
-- Added IDamageable::IsCorpse and implementation on BaseCharacter
Polish
-- Added a few new ambient audio tracks to the project and set them up for use
-- Unified how ambient tracks are spawned and played during play
-- Added a system to swap between standard and crowd cheering ambient tracks depending on how close you are to a starting room, arena room, or boss room
-- Fixed inconsistent audio (and unimportant functionality) in the character select menu
-- Fixed an issue with attempting to change the game difficulty without missing saved run data
-- Removed the open floor arena sand pile decor pieces
-- The arena occluder sand piles now clear out when the occluder is destroyed
-- Added a sand pile to the arena spawn pod
-- Telekinetic Weapon's holder is now informed when you pick up/drop a weapon
-- Telekinetic electric sword has a custom trail displayed at all times for visibility
-- Fixed the fact that Orbit would sometimes not properly apply on walloping an enemy for the second time
-- Shover shield lights up when it blocks movement as well as when it blocks damage
-- Prevented infinite-bounce case for projectiles and wallbouncers
-- Bouncers no longer trigger on creatures that are immune to Movement, Walloping, or are undamageable
-- Bombs could occasionally still collide with player after expended (fixed)
-- Cleaned up Zap Sphere and added an easy Zap helper function to handle zap visuals
-- Added ability for Active Items to have their own animation notify so as not to confuse your current weapon with other attacks
-- Updated our wall decals to properly call out the current floor for all prison and security floors
-- Health bars for armored mobs are now grey (thanks @Seebo and @loginerror)
-- Fixed the custom render depth for several enemy weapons
-- Removed some edge tiles from the center of the compact arena room since their material fade does not work like the rest of the floor tiles
-- Fixed some issues with the oompa digger and his contact damage component
-- Added more consistent callbacks to the contact damage component
-- Hooked the new digging particle effects to the digger
-- Door cleanup
-- Cleaned up hierarchy/simplified between base doors, spiked, and locked doors
-- Added custom "spiked door" gate asset
-- Floating text cleanup - found and fixed that annoying persistent "sometimes the outline doesn't fade but everything else does" bug at long last
-- Fixed some issues with various firing nodes looping forever instead of firing once then stopping
-- Account item unlocks now work consistently on new runs
-- Fixed rare potential race condition in AudienceManager startup/FanGoal
-- Buff manager now saves and loads buff redirectors (unlocked viewer events didn’t always enter the spawn pool properly)
-- Fixed Boombadier mutation issue where both bombs spawned in the same space as each other
-- Bombs now collide with other bombs/movable occluders again
-- Fixed minor timing/visual issue with harpoon projectiles and Exit Wounds mutation
-- Fixed some pathing issues that had cropped up on several of our test levels
-- Horns now has a custom socket on the Warbot skeleton for Power Armor
-- Announcer Swoop can now parse messages and has various levels of overriding tags and text
-- Oompa cameraman better tracks player
-- Added ability to turn off player tracking for Boom mic
-- Fixed potential race condition on new account file
-- Fixed some issues with BuffStackGroups
-- Added logging to buff helper functions
-- Cleaned up buffs applied by HighlightCambots
-- The Highlight Cambots now fly away when combat ends in the room.
-- Made some quick changes to highlight cambots and scannerbots to let them work with short, reapplying buffs instead of permanent buffs they apply and remove
-- Merged Character Sheet and Encyclopedia
-- Added ability to list consumables and other items
-- Fixed tag error from minimap when dropping Shocker in a room
-- Started adding flavor text for more items
-- Fixed some issues with enemies not rotating to face you if they were standing right in your face
-- Fixed issues with the oompa digger getting stuck underground
-- Shocker no longer leaves you paralyzed if interrupted
-- Audience voting for items or viewer events unlocks them as "seen" in your encyclopedia
-- Turned off sparks/melee damage on Bombardier fists (since he no longer does melee)
-- Doors now properly lock down if there will be combat in the room immediately instead of waiting for the first enemy to spawn
-- Added ability for announcer to have blank messages and insta-interrupting priority announcements
-- Created new viewer event widget based on more modern style
-- Made viewer event widgets overlap with each other and boss room widgets
-- Locked door cages now block flying players from getting near the door
-- Lock failures now can no longer rapidly spawn multiple "Need Key" style texts
-- Removed old tags/code for Tutorial room controllers
-- Cleaned up (somewhat) announcing the end of arenas vs. Viewer Gifts
-- Fixed an issue that was causing broken rock pillars to slowly travel lower and lower into the ground each time you saved then loaded
-- Added attenuation to Bouncer sounds