When I say the Ribbit hole goes deep, the Ribbit hole goes DEEP. 🐸🕳️
Didn’t think I’d be spending my evening looking up Latin phrases and researching Icelandic magical staves, but here we are…
In @Frogland_io, everything matters.
#DMTCULT
Mint love for FREE on Valentine's Day! ♥️
1. Register at https://t.co/DspuhXXHO8 Portal
2. Set up your account: connect wallet, twitter, email
3. Repost this tweet
4. Do it by Feb 13 to get on the WL for a free mint!
Don’t miss this token of love!
@SoulsClubETH Just running to the end of the world! 🤣🤣
Game is looking good every week it becomes better. Keep up the good work @SoulsClubETH team! 🟢💎💪
Yō! It's the end of the week, which means it's time for the developer diary! 📝
🔸 Discussed the implementation of the Charged Energy mechanic
🔸 Discussed the game start sequence and quest completeness
🔸 Compiled product documentation for working with crystals
🔸 Rigged the model and initiated animation for the Camel
🔸 Placed all Shards in Aqua and Terra worlds
🔸 Working on a puzzle in the Cave, added the first implementation of it
🔸 Working on the starting cinematic where a drone activates the Link
🔸 Working on creating a game promo
🔸 Implement delegate-based communication for actor state changes for QuestManager.
🔸 Develop a system for persisting quest states, objectives states and reward control for implement-based methods.
🔸 Design and implement UObjective class. Set up actor registration with UQuestManager
🔸 Optimize data structures and algorithms for efficient quest management.
🔸 Improve visibility setting in quest UI
🔸 Refactor power and reactor activation/deactivation
🔸 Add WorldContext Object to UQuest class
🔸 Rewrite class-getters according to MacOS compiler version
🔸 Toast Manager refactor toasts notification hierarchy
🔸 Implement objective toast notification
🔸 Add for QuestManagera a new method, AddQuestsToList, has been added to the QuestUI class which clears and repopulates the ActiveQuestsList whenever a quest is added or changed for minimize resource usage
🔸 Save/Load Quests and Objectives and Update quest management and serialization
🔸 Ensure data integrity during load operations
🔸 Update toast notification UI and enable Blueprint access.
🔸 Wrote the architecture for the Portal object. Started working on teleportation mechanics between portals
🔸 Improve character death handling and refactor timer delegates
🔸 Implemented a fully functional Death system, added ragdoll at the moment of death
🔸 Added Fade In/Fade Out at the moment of death
Yō! It's time for the developer diary! 📝
🔸 Discussions on quest functionality and objectives. Creating a quest chain.
🔸 Drafted a technical task for animating the Camel
🔸 Created preview images for the Shard
🔸 Updated the visual for the Shard object
🔸 Added Shard objects to locations: Shallow Water, Cave, Tunnel, and Temple in the Aqua world
🔸 Started working on a level prototype with a cave puzzle
🔸 Added deaths and respawns for save/load respawn points for Obelisk and for Monument
🔸 Worked on quest mechanics: Renamed the InitQuests method to LoadQuests in the DIAnimalsGameInstance class for clarity
🔸 Added ObjectiveCard to update quest details, a new UI class, ObjectiveCard, manages objectives within each quest card
🔸 Implemented the quest system with objectives tracking
🔸 Implemented quest and objective update notifications
Quests system directly added in the GameInstance class.
🔸 Added interaction, display effects, sound, and box collision to the Shard component when activated, introducing an Interaction Box, Interaction Sound, and two Niagara components
🔸 Updated Toast Manager for notification (Position enum, Sounds map & Containers)
🔸 Implemented optional objectives and world-specific targeting based on the current world element. Optional objectives won't count as prerequisites for quest readiness
🔸 Refactored the quest system with updates to the Objective and Quest classes, replacing the UpdateQuestState method with UpdateQuest
🔸 Separated active and completed quests display, improving UI with separate sections
🔸 Implemented quest completion and activation broadcasts. Activation events are broadcasted to the quest manager
🔸 Added linked quests functionality to the Quest class, introducing a new property, "LinkedQuests"
2024's first big updates are here! 🌟
Hey fam! We're excited to bring you some awesome updates:
🚀 DA Game Countdown: Get ready for the launch of our DA Game this year! We're bubbling with excitement and can't wait to share more juicy details soon. Keep your eyes peeled for our upcoming announcements!
🚀 Big Change: We've jazzed up our name to Souls Club and refreshed our social media presence. Follow the vibes and connect with us at these new links 👇
💬 Twitter: https://t.co/DTXj264gzZ
💬 Discord: https://t.co/BHsv0ABiSE
Stay in the loop — more groundbreaking updates for our entire ecosystem are on the horizon! Keep rocking with us!
Don't miss out: last chance to join the Zealy Campaign!
We're rolling out the final @zealy_io campaign in its classic format.
Dive into the epic finale of the Flex campaign right now to win Rare and Common attributes.👇
https://t.co/mUsc3c8jN6