Hangry Bunnies From Mars VR

Hey all;
Sorry its been so long. Been nose into the grinder so to speak. Hope all has been shiney for everyone :slight_smile: . Here is the latest . Music soon to come :smiley:

Sorry for the giant info dump here. Its been a bit.

Rebuild Heavy Enemies Ground Up
Bug Fixed Decal Actors needed to die
Rebuilt Damage UI
Music Update
Hit PArticle Effects
Optomized Movement Fuctions
Heavy Damage Material Flash
Heavy Drops From UFOs
Developed Arcing electricity FX
Got Spring Arm Mechanics Figured out for weapons
Imported and organized weapon A and Case
Began redesigning weapon functionality form ground up
Spawning OF Case And Handle And Gun ACtors
Case Handle And Gun Actor Setup
Transformation Functionallity between WEapon A and Weapon B
Animation Blue prints Case, Weapon A, Weapon B"
Weapon A Firing
Weapon B Firing
Alt WEapon Fireing
Saftey Checks for all weapons
WEapon A Fireing Functionality
Alt Weapon B Fireing Functionality
HEavy FBX ISsues Fixed
ReWriting Implamenting Weapon Switching With Grip
Weapon C Functionality
Weapon C Animations
Weapon C Audio and visual FX
Weapon D Actor and loading
Street Scanner fixed issue
Weapon B Spin Sound FX
Weapon B Haptics
Rewrote Heavies Navigation To Facilitate Proximaty to wall
Weapon C Internal Bunny Bullets
Weapon C Cable
Weapon C MAterials
Bunny Bullets
Added more logic To Weapon Switching Mechanics To Facilitate access to weapon D on low health
UFO Started on ACtor And Animation
UFO Pilot Animations
UFO ACtor Animations
UFO blue print logic
Pilot Blue print logic
Redesign Of Spawning Logic
New UFO’s HEavy Drop Logic
New UFO’s Fluffy Drop Logic
UFO Blast Off engine
New UFO Fluffy Drop FX
New UFO Sneeze out fluffy logix
New City mergins
New Weapons Merging
New Wepeaons merging fixes
Weapon Case Haptics
Weapon Case Sound FX
Weapon A MAterial Fix
UFO Little Engine FX
UFO Sound FX
UFO Visual FX
Learned Sequncer
Start Game Text Changed
Changed Functions To Survival
Fades
Jeremy Game MEeting
Developign initial sequence
Day Off
Intro Option Changed
Bum rush to get working for Jeremy
Player Rewards
Intro Level
Intro Sequence
Wave to Survival Logic
Kill extyra bunnies Logic
Controller Guids
Unlock Weapon Functions"
New Game Logic Testing
BUG - Too Many Sneaky Spawn Drops
Bug - Enemy Count Not Showing
Bug - Weapon A B - Light On Ground when shooting
Bug - Weapon Change While Shooting
Bug - Weapon down goes to nothing
4.16 Migration
Begin New Animation Bunny Rebuild
Finished Bunny Cute Rebuild
Finished Bunny Evil Rebuild
Tuned Cute Form Animation
Tuned Evil Form Animation
Added Foot Step Sound FX
Added Footsteps Visual FX
Tunned Morphing
Tunned Ragg Doll Spin To Blend Smoother
Cleaned Out Double Function Calls
Created and Implamented Dynamic Materials for Morph
Created and Implamented flash material for when damaged
Fixed Dizzying a bit
Cleaned out Fluffy files and connections
Cleaned out Heavy files and connections
Got sphere morphing for Fluffy Evils working
Redid Alt Left Weapon Sound and visual FX
Started to debug enemy rebuild"
Material and City Merge
Merge Debugging
Left Alt WEapon PArticle Cleanup
Bug fix - Weapons un able to be accesed at start of game if someone tried to acces them before game start
Bug Fix HEavying angle and pathing was brok on Path C
Figured out how to fix heavys and fluffies collision fun"
Heavy Eyes Looking At Player
Heavy Bugs
Heavy Collisions
Started Scouts
Scouts Visual FX
Scouts Pilot
Sounds Damage
Souts Flight Mechanics
Self Damage Functionality
Self Damage Visual FX
Self Damage Audio FX
Weapn A Exhaust
Weapons Colliders
HEavys Eye Bug Fix
Alt Right Weapon REfinment for more control
Alt Left Weapon Visual Refinement
Bug fix - Bunnies Splat Sound FX
Sout Enemies finished REbuild
Scout Bunnies Visual FX
Scout Bunnies Audio FX
Scout Bunnies movement refinement
Scout bunnies visual FX refinement
Scout bunnies death
Bug Fix - Warnings From Heavys accessing NULL
Bug Fix - Warnings From Level Accessing NULL
Made Sequeezer more noticable
Alt Weapons LEft and Right Charge/Discharge indicator FX
Bug Fix - Scouts not dieign on rooftops
Weapon Colliders added back in
Bug Fix -Weapons fire hiting eachother
Bug Fix - Scouts not waiting until ground hit to die
Scouts Added Ribbon tail
Scouts - Cleaned up flight paths
Scouts - Collide with buildings
Bug Fix - UFO drioiing too many
Weapon A Exhaust FX, lightened
Began intial Optomization Tests Setup
Created Optomizaation Testing Tools
Initial Information Gathering
Initial Optomizations
2 FPS Gain - Refined Bunnies Rotation
2 FPS Gain - Refined Bunnies Air Spin
15 FPS Gain - Refined Bunnies Shadows
Gathered Tutorial List For Learning CPU and GPU profiler
Added Left/Right Controller Auto Detect and Switch If Needed
Frame Rate Inconsistencies appear to be fixed on Locked Framerate
Optomized Bunny Dust Hits
Removed Score Systems from End Of Game
Garbage collection added in
And of game clean up implamented
Game over REwrite
Left Right Calibration Implamented
Menu Controller Modelled and Textured
Menu Controller ACtor Created and Functionality
Began Actual Game Testing With Original Level MAnager Variables
Widgets All Fade in and out now
Added recalibrate center Widget and functionality for user to apply
Fixed emissive bug
High SCore computer set up and working
Highscore Computer Now Touchpad
Bunnies Leap Attack More Jump At Face
Bunnies Turn Faster
Bunnies Physics MAterial Tuning
Bug Fix - Once attackign bunnies where stuck attacking at never moving back in if pushed out
Bug Fix Pauseing is areas you shouldnt be able to
Fine tune Air Spin
BugFix - Fluffy Decal Shadow disappearing at distance
Evil Bunnies Tuneing
Level Manager Variables Tuneing
More Garbage Collection"
Bug Fix - Self Damage Broke
Score Board - Click Functionality Re Endabled and Angle of Interactor adjusted
Alt Right Weapon Push Turned Down
Bug Fix - Weapon Upgrade Indicator Appeared at end of wave 1
Bug Fix - Cant Click In Menu After Death
Added slide ramps to sneaky spawn areas to give them a push in the right direction
Big Fix- Controller Grips More Checks and balances
Testing Out Max Speed Logic For Fluffies
Implamented Max Speed for fluffies
Implameted new hop math to keep fluffies from wandering off
Added weapon unlock voice and rumble, as well as option for already switched weapons and it says nothing
Bug Fix - Stalled bunny check wasn’t working
Added Repulsers to Back alleys to push bunnies out
Added Special Case imediate damage if fluffy leap attacks and is in range to do damage at chomp frame
Tuned alt weapon charge rate, Added Alt weapon charge rate to level manager
Added weapon damage adjusters into Level Manager"
Bug Fix: Scouts Spawning during sneaky spawn point and dieing
Menu Controller Sound FX: Click, Release, Hover
Tuned Bunny Push Repulsers
Removed Scout Explosion Texture Roll
Wave Start Too Slowly Adjusted Level Manager Wave Difficulty , was 1.3, 0.3, 034, 0.2, 0.1
Wave Progression too fast, Wave Kill Cap adjusted, was 25, 50, 150, 300
Bug Fix: Bunny Bullets Were not Colliding With Pilots
Increased Big Bunny Drop Rate Wave 3
Garbage Collection: Bunny Bullet Rollers were still left over at main menu
Garbage Collection: Hide bunny warning event arrow
UFO damage Reaction
Bug Fix: Weapon C Tube Froze during pause
Bug Fix: After finishing Game once and controller click starts new game
Created and Implemented Logic For Start Menu Actor
Added and implamented Fonts in some places
Game Logic Addition To Keepo Pacing Up: If too few bunnies, check how many are on street, if less that 3 on street then dont use sneaky spawn area
UI Rendering In Front of Everythihng
Tuned down delay of wait time to fire after alt weapon fires
Bug Fix - Controller Wasn’t spawning at main menu Rewrote functions for startup"
Attempted to jump into profileing with Gina
Sent Study Videos to Gina and MYself
Bug Fix - Menu Controler Clicked once at start"
Hopefull Fix for Randomly dieing scouts
Refined Street Scanner To Get Rid Of error Messages
Refined Scouts to get rid of error messages
Heavy Damage Check
Cleared out some error messages from garbage collection
Set level streamer in charge of player setup for menu and survival
Garbage Cleaned up Hopefully Arrow warning fix
Garbage Cleanup Alt weapons
Setup pointer index’s so Left and Right Can interact with Score board
Tuned big bunny drop speed
Rewrote Spawn point selector to avoid stall outs with random number generator selection
Fixed Error messages created by rewrite of spawn point selector
Garbage Collection Music Stop
Turned Radial Sneaky Pushers
Fixed Double music bug"
Prepped Game For Recording
Recorded Gameplay
Added when on weapon A unlocked then only allow change once
Evil Fluffys Visualy Take Damage
Better colliders put in for news and mailbox area acrossed street
High Score Computer no collision when off
New Gun Notification More Noticeable
Added graphics to weapon Unlock Notify
Turned Down impulse force on Weapon A impact area
Turned up charge rate on alt weapon
Increased update rate for airborn spin to reduce stutterness
Implamented congratz for killing all the scouts in its own actor
Rewrote new weapon unlock system to its own actor"
Cleaned up scout death logic
Gun hit visual FX roll
Weapon fire and Alt Weapons no longer interfear with eachother
Main game logic loop spawns small amount of bunnies when it normaly would be spawning none
Alot of main game logic rewrite to get rid of spaces and make it much more survivaly
Heavies too weak health, adjusted up
No longer need delay after sneaky spawn
eavies hit too hard, adjusted down
Secondaries can trigger while primaries are fireing
Secondaries can fire at the same time
Only weapon C can self damage
Scoreboard computer now displays new high score
Weapon C self damage was triggered from too far away so fixed it
Weapon C stuck in red time cut in half"
Weapon C Left sped up suck rate
Heavies, doubled damage amount taken when armor is down
Heavies material now changes while they die
Stalled bunny checker now checks if close enough to player
Alt Weapon Left Passifyer now calls a dispatcher and all the bunnies make themnselves happy
Created and implamented actor to do Alt WEapon is charged reminder
Created and implamented Weapon B fan always spining animation
Perfomance and Profileing Studies"
Perfomance and Profileing Studies
Emulated Stereo For Testing working
Refined Dust Hits Zero Gains
Materials set to Basic, Zero Gains
Refined Mid Air Spin: 5fps gain"
Moved Fluffy AnimBP variable updates to events: Negligable gains and unstable results
Tuned level manager settings for Alpha
Rewrote sholder button press, Start up had bugs
Rewrote grip button press, Start up had bugs"

Hai all;

Anyone in the LA area We are starting Alpha Testing! Here is the official info and link to sign up in you are interested. We are in Torrance CA. Hope to see some of your lovely faces :slight_smile:

http://doodle.com/poll/93ypximc5vv9izu5

Hammer On - July 03 - Weapon FX, Rewards, Too Many Updates Oh Mai

Hey all ^_^;
Hope you all have had a wonderful week and a half. Here are some of our latest updates. Please feel free to post any ideas and suggestions. Thank you all so incredibley much for following. The likes and watches mean more than I can say :slight_smile:
Also This!

So much goodness

  • New Game Name
  • Alpha Testing
  • Adjusting Heavies armor
  • Adjusting Wave PRogression
  • Alpha Ready
  • Fluffy Immediate Mode Physics Prep For LOD NO GOOD
  • Fluffy LOD01 Creation
  • Fluffy LOD01 Implamentation
  • Heavy Armor Adjustments
  • Fluffy LOD01 Jumping and speed tune
  • Changing PArticles To Mesh Begin"
  • Changing particles to mesh based
  • Changed Fluffy Splat Particle To Mesh Based
  • LODed new splat particle
  • LODed fluffy landing dust hit
  • LODed Fluffy Flying Dust
  • LODed Heavy Splat
  • LODed Heavy Dust Impact
  • Studies Anim Pose SnapShot Tutorial"
  • Fixed Transition For LOD Bunnies Material
  • Fixed Transition For LOD Bunnies Rotation
  • Fixed Transition For LOD Bunnies Animation
  • Fixed Transition For LOD Bunnies Scale
  • Fixed Transition For LOD Bunnies Velocity
  • Audio Audit
  • Garage Migration
  • Particles Weapon C
  • Weapon B FX
  • Weapon C FX
  • Heavies FX
  • Heavy Sound FX
  • Facebook invites
  • Alpha Questionaire
  • Wrap Up Heavy Sound FX
  • Bunny Bullet Refinement
  • Reduced Heavy Sparking Delay
  • Weapon C Mysery sparks were from bunny bullet and Fixed
  • Bullet Bunny Trailer LOD cleanup
  • Alpha Testing
  • Cobalts Garage Level Loads into Menu
  • Re write of main menu interaction
  • Rewrite of Menu Controller Funcitonality
  • Created Laser Pointer and FX
  • Laggy Beam Emmiter Fix
  • Ready Menu Level For Joel"
  • Built and REmapped Low Poly UFO
  • UFOBG particles systems completed"
  • Rebuilt Player Rewards
  • Weapon B Pitch Shift
  • Weapon A Collision Increase
  • Life Restoration Implamented
  • Alpha Testing
  • Gatling Gun Spin Up Fix
  • Online Score Board Implamented"
  • Online Leader board highlight fix

We got our Alpha Teaser Trailer Done :smiley:

http://bit.ly/hangrybunnies

Hey all! We need your help getting this game to the finish line (we’re so close!) so we’ve got a quick Kickstarter campaign to wrap us up. I know you’re all a super awesome community and so we’d love it if you’d consider backing our project or sharing our new website. You all are the best!

www.hangrybunnies.com

Hangry Bunnies From Mars - UE4 - July 30 - Almost There!

  • Online Leader board highlight fix
  • Online Scoreboard highlight new local score and placement online
    -Online Scoreboard Done
  • Refined Heavy Attack FX
    -Heavies more easily killed when armor is down
  • Adjusted Glass on Alt Handle
    -Weapon Changeing Spead Up
    -Enemies Mats Transfered
    -Alt Weapon Left Optomized
    -Combo System Back End Created
  • Combo System handle FX created
  • Combo Particle System Paramaterized
  • Combo Particle System Cleanup
    -Fixed Brain Dead Bunnies Bug
  • Fixed Bunnies Scaleing wrong Bug
  • Fixed Death Sound FX Pitch Scale
    -Added Dizzy Heart
  • Weapon C Damage: 150 to 100
  • Wave Difficulty Aceleration: 1.3 to 1.1
  • Wave 1 Dificulty multiplyer: 0.4 to 0.3
  • Wave 2 Dificulty multiplyer: 0.4 to 0.1
  • Wave 3 Dificulty multiplyer: 0.3 to 0.1
  • Alt Weapon Fill Speed: 0.5 to 0.8
  • Useing Wave Difficulty Aceleration to hopefully create enough of a stall in gameplay to allow user to learn new weapon
    -Added To Alt Weapon Use As Well As Weapon Switch: On Player If Armor Is UpThen only Take 0.1 Damage and Waite 0.5 before taking any more damage
    -Redesign of Death Damage and mechanics to UMG
  • Created Slime for while inside Heavy
  • Initial Slime Fail
  • Darken While inside Heavy Fail
  • Added Dripping Slime Particles While Inside Of Heavy
  • Added Impulse Offset Back Into Weapon B
    -Changed Big Bunny Damage Particles To MEsh
    -Bug Fix HEavy was stalling on hit animation
    -Possible invinsible bunny fix
    -Tuned Game Logic To facilitate more escalating difficulty in wave 3
    -Social Media Setup
  • UI Rebuild
  • Finished UI Rebuild
  • Rebuilt Where Damage From Detection
    -Tuned Blood Circle Fade In
    -HUD Startup Animation
  • HUD Messageing Fades
    -HUD Alarm Sound
    -UI Pulses During Fillup
  • UI Charge Up Sound FX
  • Getting intro startup items functioning for tutorial
  • Nightmare bunnies
  • Sound FX
    -Visual FX
    -Functionality
  • Nightmare mode
  • Sound FX
  • Visual FX
  • Gameplay Implamentation and Functionality
    -Cleaned hack n plan
    Integrated MEnu
  • Cleaned out Mine folders
  • Fixed Compiler Bugs
    -Began Nativization
  • Cleaned out junk BP_MotionController
  • Cleaned out junk MotionControllerPawn
    -Nativization
  • Social Media Check ups
  • FPS Check
  • UDN Response
  • Rebuild Load into Game via tut or diectly
  • Difficulty Adjuster Enemy Health, Enemy Damage, Buns per Dump Fluffy, Bunx Per Dump Heavy, Max Buns, Kill Cap, Wave Difficulty, Nightmares
    -Score Multiplyer for Difficulty ADJ implamented
    -Combo Meter Guage Now Starts At 1 Combo for slower build up
    -No Online Scoreboard if One Easy via Widget_ScoreBoardOnline
  • Dynamic Music Integrated
    -Dialogue ACtor Integrated
  • Alt Weapon Fill Speed: 0.8 to 0.4
    -Fix Doughnut Shop Roof Collision
    -TimeBeforeHealthRegenStarts set from 6 to 12
    -Added restart of health regen to every action, was missing a few
    -Reduced Nightmare time from 25 to 20
    -Nightmare bunnies Scream Volume adjusted from 0.75 to 1.5
    -HUD Text Made Smaller and transparent
  • HUD Grip and Alt Images Made Smaller And Transparent
    -Fixed up bunnies Dizzy Heart Particles
  • Added Bloom All Over the Place
  • Turned Down Bloom Where it was needed to
  • Weapon C Left Spray particles now mesh
    -Tuned Graphics Settings a bit more
  • Social Media KickStarter
  • Bloom Weapon C
  • Controller Intro And Pause Menu HUD Appears On Top Of Everything
  • Controller Bllinking Light Indicators Sholder Functionality
  • Controller Bllinking Light Indicators Grip Functionality
  • Controller Skip Intro HUD Functionality
  • Intro Sequence Functions for controller guides setup and timing
    -Intro Sequence HUD Grip Bugs
  • Intro Sequence HEalth Fill Bugs
    -Intro Sequence Blinking Buttons Bugs
    -Alt Weapon Material bug
    -Alarm during intro bug
    -Alt WEapon Material Fix
    -Intro Switch onto weapon Bug Fix
  • Bug Fix After Tutorial When switching Weapons quickly Warning to switch weapons was still displaying
  • Health Regen Timer or rstarts when taking damage
  • HealthRegenHealAmount down from 1.0 to 0.5
  • Pause Menu has ESC to QUIT
    -Added alarm and flashing helth bar to intro sequence
    -Score reset to Zero in a few different places
    -Heavy Uvula HIT FX
  • Heavies Hit Box Animated to Top of HEavy As Transforms
  • Turned Off Bullet Collisions on All HEavies Colliders Except Hit Box
  • Bug Fix Heavies Still Not Always Dieing
  • Scout Patrol Wrekt Added Back In
    -Initial Charge After Quick Start Alarms now stop at 80%
  • Bug Game Over Works Again
  • Tuned Dieing To Facilitate dialogue and music
  • If Options Say No Dialogue Then No Dialogue Plays
  • If Options say no tutorial then game skips straight to game
  • If Options Say no tutorial then game shows no HUD Helper messages
  • Main Menu Changed Game Multiplyer Amounts
  • Bug Fixed Weapon B FX Staying On
    -Bug Fix When Death Stop Fireing WEapons, player was still able to keep shooting
    -Bug Fix Game Defaulted to Easy, now defaults to medium
  • Game Start Sequencer No Longer Has Text Spawn in StandIn Sequence Text
  • Bug Fix Dialog Actor , Added back in Can Dialog play check to keep overlap from happening
  • Added Fade to Pause
  • Bug Fix During Pause Controller Button Guides Appear Again
  • Bug Fix During Pause HUD displays proper message
    -Tried and failed to fix music loop pause bug
  • Bug Hunt
  • Reduced Occurance of Audio Alt Weapon Reminder By 2 FlipFlops
  • Wave Bunny Kill Cap Adjust To Compinsate For Score Multiplyer
    Wave 0 From 25 To 50
    Wave 1 From 75 To 150
    Wave 2 From 250 To 500
    Wave 3 From 450 To 900
  • Health Regen Timer Restart Removed From Weapon Fireing
  • Reward System Adjusted to double and triple amounts needed based on difficulty
  • Bug Fix Highscore Online Was Broke, now working
  • Undo Reward System Adj
  • Undo Wave Bunny Kill Cap Adjust To Compinsate For Score Multiplyer ADJ
    -Altered Combo System to not used Combo Multiplyer and nor used Dificulty multiplyer
  • Implamented HUD score that is affected by difficulty multiplyer so others dont have to be1
    -Added light to Bunny Bullet
    -First Succesfullplaythrough
  • Nightmare Attenuation Extended
    -Testing On Min Spec Machine
  • Stopped Center Player from auto happening
  • Social MEedia Check In
  • Hunting Dialogue Bug
    -Bug Fix High Score Computer Was Displaying Wrong score
    -Bug Fix HUD Not Spawning Properly after a death
  • Integrated New Reward Videos
  • Bug Fix MotionController was showing indicator too much
  • Bug Blood Particles were not colliding properly
    -Bug Fix End Dialogue was getting cut off, Now end game waites until dialogue almost done then fades
  • Bug Fix Alt Right Weapon Still Had HMD particle roll
    -Weapon B Sound FX Added boom at head, was too wimpy sounding
  • Cleaned up weapon unlock dialogue and messageing , was behaving funky
    -Recorded and edited new death vocals
    -Started hunting for failed death sequence Bug

Hangry Bunnies From Mars: August 13 - Beta Testers And 10 Days To Release!

  • Bug Fix Nightmaremode was not color adjusting
  • Bug Fix Nightmares were not dieing
  • Bug Fix Hopefully fixed death not finishing properly
  • Moved all lights from city level into Level_CityTrash
  • Fixed Collision on rewards building
  • Nightmare bloom was totaly overdriven, now fixed
  • Added post process to garage to make it more bright and cartoony
  • Went through all instances of score and replaced necesarry with HUDscore for proper multiplied score counts
    -Added Nightmare Music Functions To Music Generator
    -Bug Fix : Heavies were comming one after another, added in a smidge more logic to fix it
  • Device Profile Settings were causeing a massive lag, Went back and refined them
    -Heavy Health lowered from 450 to 415, was near impossible to kill with armor up
  • Tuned bloom a tiny more
  • Combo Damage Multiplyer now 0-20 from 0-40, Was too hard ot fill
  • Bug Fix Nightmare didn’t spawn at all, hopefully fixed
  • Bug Fix Bunny Bullet Tossing Error during Occasional Load
  • Bug Fix Weapon C Suck Particles were tossing errors
  • Reward video should stay on screen longer
  • When Alt WEapon Fires And Reduces Damage it now takes 2 seconds instead of 1 to restore damage strength, Enemies could still be whipped out
  • Bug Fix Could not die since death dialogue was unable to play and set finished so I put in a bypass incase it cant play
  • Combo + Self Damage was to painfull, added a Inc Damage / Combo Damage Mult to even it out
  • Bug Fix Nightmares were not spawning, added in some checks and retrys if nightmare failed to spawn
  • Bug Fix If spamed shooting while switching weapons you could get two weapons, Added do once to transform out and in on weapon BPs to fix"
    "- Dialogue death now skips all others and plays death dialogue only
  • Added ability to all weapons to transsform out at any time in any animation
    -Adjusted nightmare to come in after first heavy and at a slower rate for wave 1
  • Player Rewards building Collision fix
  • Collision Fix on building to right of Chadbury
  • Alt righ weapon still wasn’t delaying weapon damage properly, now fixed
    -Rewards Dont Fire In Nightmarmode
  • Dialogue Betting rearanged for continuity
  • New Weapon TRanform out and in FX and mechanics added in
  • Added Nightmare Glow To Evil Bunnies
  • Scout FX cleaned up and implamented
    -Bug fix Farting was only attaching to one controller
    -Moved UI messages down
  • Weapon Unlocked Audio Will Always take over
  • Lengthend grip blinks so when wepaon switch audio says switch, they are still blinking
    -UI HUDMat Switched over again, sweitched it back to no depth sorting
  • UI HUDNow Fades out anything else if trying to show Weapon Unlocked HUD
  • UI HUD Added Checks to avoid overlapping messages
  • Reworked self damage math and got it working with Damage Combo Multiplyer properly"
    "- Chadbury sign collision
  • ADjusted Heavy Armor Up Multiplyer from 0.4 to 0.6 so it recieves tiny more damage while armor up
  • Particle Roll Removed From Weapon B hit FX
  • Player Reward Audio # 11 Fixed for post weapon C
    -HUD Adjusted center text down more
    -Scout patrol Wrekt message displays time changed from 5 to 3
    -Bug Fix - Combo FX were only showing on only controller
    -Removed Roll from Nightmare FX
  • Made Better sound FX loop for nightmare scream so it doesnt get quiet
  • Bug Fix Dialogue For High Score Played Twice
    -ADjusted Audio Fade for weapon unlock to be faster
  • Computer Died
  • Skip tutorial only skips tutorial
  • Touchpads still show even when tutorial voices are off
  • Score finaly properly resets
  • Chadbury and mailboxes now have proper collision with weapon B bullets
  • Normal Mode turned down flyffy damage from 0.25 to 0.2
  • Easy mode turned up fluffy damage via multiplyer of 1.2
    "
    "- Computer Fix
    -Reinstalled everything
  • Audited Audio FX
  • Implamented new case sound FX and volume ADJ
    -Scout Patrol Wrekt Text Only shows twice
  • Lowered sunglasses
  • Easy mode max number of bunnies at 100
  • Weapon C Left Added ability to suck Dumb Bunny
    -Fixed dumb bunny generation
  • Fixed dumb bunny switching
    -Built wave statistics debug HUD
    Bunny Health set from 15 to 12
  • Bunnies Per dump
    Wave 0 : 5 to 5
    Wave 1 : 10 to 10
    Wave 2 : 20 to 30
    Wave 3 : 30 to 60
  • Bug Fix - Heavies Properly Take Damage From Bunny Bullets Now they were not taking any
    -Tried build, had error, submited to usual places"
    "- Compileing Fun
  • Steamworks
  • Weapon B more particle roll
    -More Doughnut Collision
  • Heavy dialogue only plays every other heavy and only 3 times per game
    -Alt Weapon Dialogue reminder can now only play once every 20 seconds
  • Now nothing will interupt weapon unlock dialogue , move "“CanDialougePlay = False “” To begining of functions”
    "- Bug Fix Weapon Change Audio wasn’t playing
  • Nightmare audio way up
  • Set heavy spawn rates back since spawning funcitons now fixed
    Heavy After X Drops Wave 2 = 4
    Heavy After X Drops Wave 3 = 3
    -Fade out on death brought sooner by 1 second for proper fade with dialogue
    -Rewrote how total bunnies are kep track of
  • FPS tests
  • Laser Lagg Fix
  • Heavies Spawning Properly again
  • Heavy landing made louder
  • Scouts delay until death set form 12 to 20 seconds
  • Nightmares now use array instead of get all for mood changeing
  • Delay removed from Heart Particles"
    "- UFO animation Entrance A fixed to not collide with railway
  • Weapon Unlock no longer interupted by alt reminders and Heavy reminders
  • Bunny Fluffy Damage from 0.23 to 0.24
  • Nightmare health multiplyer from 10 to 11
  • Chabury building left side street level collision repair
  • Music Waves all volume set to from 1 to 0.8
  • When set to Easy, also displays no highscore entry warning
  • Easy mode Add Fluffy Health Offset from 1 to 1.8
  • Easy Mode Kill Amount ADJ Mult Added
    Wave 0 1 to 2
    Wave 1 1 to 2
    Wave 2 1 to 2
    Wave 3 1 to 2
  • Easy mode Heavys set drop from +1 to +0
  • Easy Mode Wave Difficulty Mult Start
    Wave 0 0.1 to 0.2
    Wave 1 0.1 to 0.3
    Wave 2 0.1 to 0.1
    Wave 3 0.1 to 0.5
  • Easy Mode Max Bunnies
    Wave 02 75 to 50
    Wave 03 100 to 70
  • Easy mode Bunnies Per Dump
    Wave 03 Multiplyer 1 to 1.6
    Wave 03 Multiplyer 1 to 1.6
    Wave 03 Multiplyer 1 to 1.5
  • Easy mode Bunny damage mult from 1 to 1.5
  • Added debug prints to hopefully figure out laser
    -Set Laser to spawn 2 beams in case it is just that the laser isn’t getting to emit a beam
  • Dialogue Delay between alt reminder from 20 to 30
  • Damage red circle comes in changed from 40 to 35
  • Damage red splash Let Right Rear brough in by 2 photoshop clicks
  • Adjust Alpha curve for damage circle opacity to waite until worse off before fading in all the way
  • WEapon C Left Added fail safe to be able to reject invalid bunny sucks
  • Weapon C Left Added valid checks for destroying suck particles
  • Turned up all UFO sound FX
  • Collision Fix of pole left of player
  • Easy Mode Added weapons damage adjuster
  • Easy mode big bunny health mult ADJ from 1 to 1.5
  • Created Nightmare bunny squeals
  • Bug fix Bunnies and Dummies were not being removed from Arrray when sucked up
  • Normal Balanced
  • Easy Balanced
    -Hard Balanced
  • Fixed up Audio Recording Levels
  • Setup Luma Beta Testing For wednesday
  • Switched over last of music
  • Fixed up difficulty messages
  • Bug Fix Postit Textures
  • Bug Fix Laser sometimes wasn’t turning on
  • Bug Fix Van Stays highlighted until overlaps all end
  • Dialogue generator seperated begining and end reward dialogue
  • Dialogue generator Changed to write file only once at end of game
  • Nightmare squeel reduce
  • Nightmare squeel stops when game ends
  • If Player dead nightmare doesn’t activatre
  • Death fade out dialogue now from -1 to -3
  • StartStopDeathMusic Now at from 40% to 45%
  • Bug fix, laser despawn was throwing errors
  • No Player Rewards play when nightmare mode
  • Weapon C Ammo HUD useing proper font
  • Alt Weapon Left Hud spin fix
  • Nightmare turned up
  • Volume 3.5 to 3.8
  • Attenuation 1500/6000 to 1750/6750
  • Night health mult from 11 to 12
  • Alt Weapon Fire on PAwn Delay before returning weapon damage from 2 to 2.3
  • Nightmare time between
  • Wave 1 From 100 to 105
  • Wave 2 From 80 to 90
  • Wave 3 From 70 to 80
  • Nightmare length from 20 to 17
    -Heavys being damaged too much from bunny bullet while armor up Add mult to bunnybullet damage of 0.8
  • Re setup scout patrol message to make sure it only shows twice
  • If Fluffy Wuffy/ Difficulty 0 then no heavies
    -Nightmare ssqueals turn down from 1.2 to 0.8
  • Added dashes underneight intitials to show player to put 3 in
  • UFO flight path B adjusted to new city so it doesn’t clip buildings
  • Highscore funkyness fixed, was stupid local save files"
  • Beta Testing
  • Transfer beta scores onto online scorebaord
  • Steam Survey Research
  • Nightmare frequency delay
    Wave 1 from 105 to 140
    Wave 2 from 90 to 120
    Wave 3 from 80 to 100
  • Nightmare health reduced by 10%
  • Terminals review
    -Pain ainti cheat box
  • Nightmare swueel SFX down
  • Weapon 3 unlock Dialogue volume up 1 to 1.6
  • B for Bloom built in
    -Bug fix No Bunny Bullet Roller Left Behind
  • Idle loop and death music set to pitch doiwn during nightmare
  • Weapon B Damage Adjusted accordingly for hard mode so fluffies dont popcorn as much
  • Initial highscores underline fixed up
  • Raised rear damage pulse
  • Added Beta folks"
  • Highscore bonus points fix
  • DRM Done"
  • Atempted 4.17 port Fail
  • Raised rear damage blood mask
  • Weapon B Radial Force Rased From -35 to 30
  • Weapon B on hard Damage mult raise from 0.9x to 1.0x
  • Heavy Impacts Sound FX Volume from 3 to 2
  • BeyondWave3Escalator from 1.1 to 1.2
  • If no dialogue then game over will just waite 2 seconds then fade out
  • Added a couple checkls to make sure game wraps up properly
  • JumpArrowLeapAttack Y Rotation From 50 to 25
  • Electro Bullets as they approach 1100 Z the radial impact grows closer to center of explosion
  • Wave 0 Difficulty Starting Point from 0.3 to 0.5
  • Wave 3 Bunny Kill Amount from 450 to 550
  • Heavy Armor Up Damage Intake Multiplyer from 0.8 to 0.85
  • Heavy Armor Downp Damage Intake Multiplyer from 1.5 to 1.6
  • BPActor_MainPlayerHUD > Widget_MainPlayerHUD lowered Z from 0 to -2
  • Lowered HUD Center Text by 10%

Hangry Bunnies From Mars August 20 - 3 Days To Release!

Holy Frikin Heck! 3 Days! THREE DAYS! Go go go go go go time!

  • Youtube Dev log update
  • Full Screen
  • Max Number of Bunnies
    Wave 2 from 150 to 125
    Wave 3 from 250 to 200
    200 is min limit
  • BunnysLOD01 Now check every 2 and 2 and 1 instead of 5 to see if they can change
  • Heavy Landing PArticles Now Use Mask particles
  • Converted nearly all particles to mask shaders
  • If nightmare fluffys dont emit dust
  • Quality Settings
    B= Bloom
    N = Dust Particles
    M = Shadows
  • = Quality High
  • = Quality Low
  • Added Beta Testers
  • Tested On Low End Machine
  • Bug fix, on low settings reward bunnies were not dieing
  • Steam Soundtrack
  • Heavy Audio Tweak
  • Fluffy Audio Tweak
  • Computer Meyham
    -Optomizations"
    "- Steam Soundtrack
  • Optomizations
  • Mailed Sparkle Letter
  • Repair a bit of Quality menu Functionality
  • Menu visual quality settings implamented
  • Had to make up a delta time equator
  • Adaptive visual wuality settings implamented
  • Added double checks to make sure all references are solid for level manager and motion controller pawn
  • Added double checks to make sure death eventualy went through no matter waht"
    "- UDN Apology
  • Maketing lesson
    -Computer Repair
  • No Farts On Quality ADJ
  • Tunred Min FPS to 80 fps
  • HEavy Zap alterations
  • Mono Rail Fix
  • Rewrote spawner location chooser to get more sneaky spawns"
    "- Most Get all Actors Exchanged For Game Instance References
  • Score Board Alignment and amount Fixes
  • Bunny Health set from 12 to 13.5
  • Kill Amount To Pass Wave
    Wave 1 From 75 to 85
    Wave 2 From 250 To 280
    Wave 3 From 450 to 480
  • Bug Fix not all UFO small Engines were fireing FX
  • Bug Fix End Game Red Screen would stick
  • Bug fix Low Graphics settings Sticking from world reducing quality
  • Cleaned Explosion FX a little bit"
    "- Weapon A Damage Reduced from 4.0 to 3.8
  • Weapon B Reduced Impact Radial Force Upper Remap Value from 1100 to 950
  • Weapon A Radial Force radius upped from 225 to 250
  • Weapon B Radial Force radius downed from 250 to 240
  • Weapon C Magazine Cap from 10 to 40
  • Weapon C now gets 2 bullets up front, after that it is entirely only what you have gathers
  • Weapon C Ammo is restored to what it was last time you had weapon open
  • MEssaged steam abotu getting OST approved
  • Scoreboard No showing proper ranking for online board
  • P_BunnyHeavyArmoredImpact = Particles Spawned from 50 to 10
  • Looked into Avast antivirus blocking game. from Epic ""The issue is automatically resolved once a few thousand people use your game. Then it’s no longer an ““unknown executable”” for the AV software and all is fine. So really nothing to think much about. “”
  • Optomized P_BunnyBulletExplosion
  • Optomized P_BunnyBulletMushroomCloud
  • Optomized P_WeaponBBullet
  • Found Optomization Solution For Low End Computer"

fin!