Single-handedly merged 3 different branches into main with countless binary file merge conflicts.
Added an animation blueprint for the pot that allows it to play the idle, alert, walking, and attacking animations created by the art team this week.
Created and implemented SFX for most actions in the game.
Added a different font for all UI in the game.
Created and implemented background for options menu, which also now has a close button.
Added splash-screen during launch
Added throbber loading screen for the persistent level
Added a texture to the health bar
Created animations for the mimic and pot enemies.
Added textures for the main character.
Modeled and textured a third enemy: the potion rack.
Added a new type of car, the cargo car, using pieces from the passenger car with new textures and a modified wall model. The floor alone also works as a flatbed car.
Textured and brought into the engine the crate that had been modeled a while ago.
Textured the light fixture, brought it into the game, and put it in a blueprint with a light source so that it emits light.
Numerous bug fixes caused by merging in the branches, and a lot not caused by that. So many commits...
Added visuals to magic missile. That being a rock- I think our gnome is just a caveman.
Added a cursor to visualize where the quake and wall abilities spawn, moving them to trigger on release rather than press.
Funnily enough, this is one of the harder things to visualize in a post, but the left is the quake going wherever the cursor is, and the right is the wall at a set distance from the gnome.