HAPPY ALL HALLOW'S FAIRE!

Talking about the upcoming month of October and more!

PROJECT LEUMEN

10/1/20253 min read

Admittedly, I've been really bad about keeping up with my dev log. This is just due to timing, I've been working so much on the game and other stuff that things are taking a lot of time. I'm getting closer and closer to finishing a lot of stuff - namely, I'm trying to make sure all of the items are good to go now.

I also have a small playable alpha that should be good to go near the middle of this month. October is a VERY busy time for me and my community. We have a ton of events, including our ongoing All Hallow's Faire discord event! You can find the link to our discord at the very bottom of this page, take a look at the socials tab beneath explore.

Here are my plans for this month!

> 1 More piece of "Summer art" for you degenerates

> An All Hallow's Faire animation

> Project Leumen "All Hallow's Faire" playtest

> A ton of game assets being done

> New page on the website - "Hollidays!" - This will be a whole new tab

> Short Story - The Jacksville Killings (Already 5 pages in!)

> Minecraft Halloween Event - All Hallow's Faire - a Close to 1-1 representation of The Hallowed Isles which our discord plays together every year.

We also just did a community poll for the Next Project Leumen weapon class, which the gunblade and gunaxe won! I'm starting work on these weapons next, but first we need to get more environment assets done.

Now for what I did write of month 4 for my dev log:

Month 4

Day 97-99


Started working on the female cultist enemies. Added dual blade moveset and weapon. Added new damage types to separate resistances like melee and ranged. I'm currently working on a new hit animation system for enemies. I'm not sure if I should make this a component or what, I think I might so I can use it with a data table or something along those lines.


Started working on AI, realizing this is going to be a lot harder for the actual humanoid enemies. Likewise, I'm having a ton of issues with getting female character models to actually rig properly for a number of animations. I may neeed to ask my modeller to redo all I believe 5 of the models I've done so far and simply make the arms a little thicker and make the character the same height as the male characters.


Minor bugfixing and other stuff.


Day 100

I think I'm going to set up some sort of small playable area for halloween this year for my server and to start testing network functionalities. I know not everything will work as is, but this way I can just see what it's like to get a bunch of people in a lobby. I will try and set up multiple characters for players to play and just some basic mechanics (probably just the weapons we currently have and like 2-3 enemy types.) and go from there.


Found out my bleed system isn't working for some reason. It works fine on the server but not the client which means it's a replication issue. I think it might just be due to the way I have the bleed tick set up. It currenly initiates whenever a player hits a button. What I might do instead is make a new command that gets triggered where it checks to see if the player is moving and does the damage like that instead of the player physically inputting movement and dodges causing it.


I need to set up a canswapequipment boolean to prevent swapping to new equipment SOMEPLACE in my blueprints, probably inside my character and my inventory system. This will hopefully stop swapping-based animation cancels and glitches.


Day 101


Fixed a bunch of issues with different models.


Day 102

More model fixing.


Day 103

EVEN MORE MODEL FIXING


Day 104


Started working on steam multiplayer. Going to make something that's playable hopefully before october. Models were crashing so I simplified their meshes by 95% in-engine and that fixed all crashing issues while keeping the quality pretty much perfect. Feels good.

Day 105 – 125


I've been super bad about updating this for a variety of reasons, mostly in that writing takes time and I've been using every waking moment to actually work on the game. A lot of things are coming to fruition now and it's starting to look more and more finished, with the meal systems properly working, weapons properly working, fixing various bugs and glitches, etc.


There are SOME issues that keep popping up and as such I have to rework and fix older systems, but this means a lot of stuff is pretty ironclad and working to the best of my abilities. I've fixed a ton of abusable bugs like animation-based skipping when swapping items and other things.


My first playtest is coming up next month (october) in a few weeks, so I've been hard at work getting that ready, including getting enemies up and running and more. I ended up managing to make the cultist blueprint work by swapping a “NOT' boolean in the animation graph, for example. I made areas that spawn enemies in a radius if a player walks in. Stuff like that, and it's all very important to the game and gameplay.