Implemented editor preview test module for faster iteration
Implemented several audio feedbacks upon interaction (context hover, component (de) selection, etc)
Improved animation, behavior, layout
Updated attachment status icon
Attachments (WIP) Implementation of installed attachment(s) randomization is targeted to be done next week. Some of the preparation work done in this week:
Improved physics asset creation workflow. This will result in tighter collision information. ->Better mouse click recognition, more accurate physics simulation (in the future), easier to calculate
Fixed incorrect root skeleton orientation
Implemented editor test module for component-attachment debugging (Development only; not available in-game)
Others
Updated Game Engine to Unreal Engine 4.22
Updated save version to v.29
Various other refactorings and minor improvements/ bug fixes
Next Update: 12th April 2019
Thank you
Update #045 : Build 0.5.45
Hello!
Updates:
Implemented Rich Text Image support.
Text stylization is now easier (color, size, type, etc) and supports inline icon in text body a.k.a emoticon. Practical implementation example such as :
Control hint in assembly screen
Text content
Research screen component viewer
Fixed erratic rotation using quaternion
Fixed incorrect rotation pivot in some of the meshes
Initial rotation will now reset upon inspecting a new research item
Added platform element thumbnails
Others
General UI improvements (minor visual adjustments, code preparation for UI improvements, several editor preview implementations)
Implemented a better internal icon database, can now support more custom icons
Created several dozen custom icons
Next Update: 5th April 2019
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Update #044 : Build 0.5.44
Hello!
Updates:
Improved runtime thumbnail generation -> every competitor mecha now has a preview thumbnail
Implemented 2nd type of control (first iteration; WIP; atm only contained inside main hall): semi top-down in UI mode as opposed to 3rd person in avatar mode.
Interactive weekly sales overview; now it is easier to analyze a mecha performance in the market
Internally, started with automation development (WIP) ->faster bug detection and better performance logging which will lead to a faster development
Various other improvements and bug fixes which lead to general stability
Iterated save version to v28
Next Update: 29th March 2019
Thank you
Update #043 : Build 0.5.43
Hello!
Updates:
Competitor (WIP)
Working [Initial Unlocked Platform] and [Material] token-> A competitor can now starts the game with 1-6 active mecha(s)
A WorkInProgress widget containing competitor trait will now be displayed upon hovering a competitor factory name
Extended internal competitor trait data structure to also support EnginePriority, LocomotionPriority, WeightClassPriority, CountryPriority, and material info
Enlarged competitor mecha thumbnail preview
Market Sales Summary Graph
Implemented a better graph color data
Fixed invalid white icon sometimes appearing over graph lines
Performance improvements
Updated several critical data logic with const correctness to reduce crashes due to invalid pointer
Implemented cached data in several applicable classes
Implemented better condition check to detect whether a widget needs updating or not
Implemented several debug game data generator for faster internal test
Implemented a more efficient way of updating mecha material
Moved initial setup functions to a better location in several widget files; saving redundant calls
Numerous refactorings and c++ nativization
Others
Fixed incorrect NaN error reporting on the first 7 in-game days
Updated several outdated mecha mesh material data
Several other minor UI improvements
Iterated SaveVersion to v0.27
Next Update: 22nd March 2019
Thank you
Update #042 : Build 0.5.42
Hello!
Quick notes
about the goal of Factory Competitor AI improvement:
In the current version; the most defining attribute of a competitor is its name : e.g: "Mega Industry", "Atlas Zen", "New Threat", etc. It is generated with the format [FactoryNamePrefix + FactoryNameSuffix] combination. The resulted competitor has no distinct behavior; only unique in names which is bad as it has no character and therefore has no transferrable skill between gameplay, which further diminish the game's replayability value.
In the new system; the name generation still works the same. BUT each name now has it"s own trait. e.g: "Massachusetts" has an initial research resource 5x as the default value, "Walker" has the tendencies to produce mecha with leg-type locomotion, etc.
There are several types of competitor traits; not all of them having the same impact.
Spending Resource Threshold (Used in behaviour tree; will define how "aggressive" a competitor "grows")
Max active mecha prototype
Mecha yearly update frequency
Price profit percentage
Research priority
Sale category priority
Material / Color
etc
Additional notes:
Work In Progress, there's still no difference in behavior with this update. Code preparation is implemented; actual value assigning is next week's topic.
A competitor name element can have more than 1 traits
Consciously asymmetric (not balanced). 1 name element can have only beneficial traits (better starting resources etc) while others have only cosmetic traits (e.g: material gold, etc)
Name-traits correlation is predefined (not randomized). Name element combination is randomized.
This system can work with difficulty system (not yet implemented).
Theoretically, this system support player defining their own competitor name and benefit. However, It is not in the current early access scope.
In the current version, there are each 10 entries in FactoryNamePrefix_DataTable and FactoryNameSuffix_DataTable. This will produce a total pool of 100 different unique competitors (behavior)
As with other modules, values are not final, subject to changes and will be adjusted as development goes on
Updates:
Preliminary works to prepare new Factory Competitor AI system (Frameworks, Data Structures, Data Table, Trait Parsing, etc)
Improved default data creation (resolved around ~60 warnings)
Nativitized several blueprint classes to c++
Several Fixes
Fixed random crash when a competitor introduces new mecha while opening market UI
Fixed random crash when updating active market mecha list
Fixed (temporarily) some demand defaulting to 0/NaN when an active market event has concluded by temporarily disabling modified value reverting to its original state; which render event duration obsolete. A better solution is in development for next update
Iterated save version to v.26
Next Update: 15th March 2019
Thank you
Update #041 : Build 0.5.41
Hello!
Updates:
Updated 3 Mecha silhouettes; to serve as a better placeholder (11 components) - WIP
Fixed incorrect toggleable button behavior
Improved world event description parsing
Various minor Market UI improvement and fixes
Improved internal test system for world event generation
Added event check function to limit repetitive world event introduction
Updated save version to v.25
World event generation framework is finally implemented. Further balance tweaks and visual improvement will be done later as the build progressed through the next major version (0.6.x etc)
Along with mecha mesh improvements, the next development focus is finishing the remaining market ecosystem: Competitor AI and Mecha stats.
Next Update: 8th March 2019
Thank you
Update #040 : Build 0.5.40
Hello!
Updates:
Improvements mainly to source code; general idea is to improve stability and manage complexity before moving on to a new topic. Last "maintenance" update was in Update #013
World Event Generation
Extended random functionality to subcontext (previously only available in value context)
Added new flag to differentiate between event effect processing in running game/ development mode. important to decide whether to evaluate RAND token (in running game) or to preserve it (development mode) ->Fixed world event sometimes having 0 modifier value
Clean up label text for [Weight Rating Panel]
Further monolithic files refactorings
Streamlined [MarketWorldEvent] and [MarketDemandManager]
Creation of 2 new classes : [SpecializationDemandSummaryGraphW] and [MarketActiveMechaListW]; to maintain encapsulation principle
Icon
Improvement to internal icon algorithm
Fixed special case for [Sale Category Icon], now correctly showing as rectangular (2:1); not square (1:1)
Logs
Improved log condition, to not falsely report [MechMarketEnter] and [MechMarketExit] as having 0 effect
Added new optional flag to various functions; resulted in a more efficient logging
Fixed [Mecha Initialization] to not giving out incorrect error
[MechSummaryW] is now updating correctly upon entering a platform
Fixed crash on [ProtoConfigContextButton] due to invalid enum
Various other minor fixes and improvements
Next Update: 1st March 2019
Thank you
Update #039 : Build 0.5.39
Hello!
Updates:
Fixed [Sale Categories Demands] sometimes going into negative/0 after a year
Fixed prototype list not updating correctly in [Market Overview] and [Factory Overview]
Numerous [Market Logic] improvements and refactorings
Separated singular monolithic header to several smaller header files to improve compile times
Added several competitor AI test functions in preparation to improve [Competitor AI Logic] in upcoming updates
Iterated save version to v0.24
Next Update: 22nd February 2019
Thank you
Update #038 : Build 0.5.38
Hello!
Updates:
Market
User Interface
Updated several icons
+ Interactivity: A [Rating weight element] will now display the precise percentage upon mouse hover, the bar will also be highlighted for easier consumption
Changed the indicator from text to icon. The name will be displayed on hover to reduce UI clutter
[Weight rating panel] also received the same visual treatment; changed text to icon and extra on hover behavior.
A [world event element] will now contextually display its effect in a more digestible format (automatic comparison with colored delta info)
Market Event Database (WIP)
Introduced random value token
Numerous fixes, refactorings, improvements to market logic
Updated save version to v.23
Next Update: 15th February 2019
Thank you
Update #037 : Build 0.5.37
Hello!
Updates:
Market (Work In Progress)
Enabled event logic affecting : [LocomotionType], [Engine Type] and [Formula]
Implemented delegates on MarketRatingOverview
-> demand changes now visualized on time
Changed demand modifier from relative to absolute.
-> a demand with the lowest value can now be affected to has the highest value. Theoretically, this should contribute to a more challenging gameplay
Changed demand delta distribution from uniform to dynamic.
->When a demand in a category goes up, other demands in the same category goes down (and vice versa). it will now preserve the relative demands of those "unaffected"
Various fixes and refactorings (incorrect initial value, wrong references, etc)
With this update; an in-game event can now affect 1 of 77 (!) demands available. But the event database is not yet completed; expect completed event list in the next update.
For the full list of available demands, refer to the 2 screenshots in Update #35