2.5D Dark Fantasy Game
- This is the format for change logs
- Dialogue System implemented
- Placeholder textures & test code to be removed in future
- Controller input and some simple combat input/system
- Hitboxes and frame data tools in editor
- Reduced player speed in X from .1 to .075
- Reduced player speed in Y from .1 to .055
- Reduced size of player sprite placeholder and hitboxes
- Increased Thrust start-up from 12 to 14 frames and recovery from 10 to 12 frames
- Changed Slash input on controller to actually be Square on a PS4 controller
- Dialogue API implemented.
- Call AddDialogueSequence(string[]) to display a sequence of dialogue lines to the screen.
- Format dialogues as arrays of dialogue. Lines should be formatted as such: Charactername:\nDialogue goes here.
- Placeholder textures & test code to be removed in future
- Finished combat basics (no shine yet), added dummy enemies
- Torch timer in the top left counts down visually
- Battleground assets imported and configured
- Camera Following implemented
- Background scrolling & parallax layers implemented
- Lots and lots of code cleanup and hitbox shenanigans
- Enemies now recieve knockback on attacks
- Decreased base movement speed
- Tweaked dash speed and increased dash frames
- The player can now move during slash
- Enabled the player to chain Slash into itself up to 2 additional times or into another attack once
- Increased Slash recovery and decreased Slash damage
- Added Cancel method to cancel any attacks and dash. Press Spacebar to test Cancel. DashTime is public now, by the way
- Added HitStop method for combat feel, but nothing calls it yet
- Fixed moving while attacking bug
- Started Shine, still bugged though
- Ok I fixed shine
- Finished up the level blocking
- Started doing stuff for the encounter manager and overall added more enemy stuff
- Put in Judi and a shadow monster sprite
- Coded reaction selection for enemies, but not the reactions themselves fully
- Added a function in the EM that checks if any enemies are attacking. I have it call that before it chooses an enemy to attack and before any enemies want to counterattack
- Added isAttacking variable to enemies for use in offensive regulations for the EM
- Fleshed out encounter manager/encounter objects
- Mostly finished reaction states, still needs number tweaking and a bug or two squashed
- Adjusted enemy attack initiations. Enemies now dynamically adjust speed and attack range to catch fleeing players while approaching
- Enemy attack range, awareness radii, arrival radii, and start-up changed. See build notes on the document for exact numbers
- Enemies now move at half speed while surrounding the player
- Changed Shine keyboard input to the 'I' key
- Coded cancel and hitstun method for enemies, who now take 20 frames of hitstun per attack
- Added post processing effects. The darkness effect occurs whenever the player eneters an initially dark location
- Post processing effects are controllable via code via PostProcessChange script and directly via the profile
- Added outline for the TextManager script
- Added the dialogue lines to the TextManager script
- Added interactivity functions, can talk with King of Man (Uses default dialogue only)
- Fixed prefab issues. Kept old enemy prefab in just in case the code references it or something, but nothing in the scene uses it
- Finished shine and improved knockback functionality
- Reworked zones and zone transitions
- Rough outline for level blocking in place
- Fixed darkness. It is now completely automatic. Just tell the profile changer if you want darkness and it will do the rest
- Consecutive attacks now have less start-up frames
- Created Shadow Brute, Spearman, and Normal Human prefabs but did not implement any in the levels yet
- Made all the backgrounds close to what they should be
- More Aggression stuff (not done yet though)
- Shine hitbox visible in-game
- Increased player hitbox size
- Increased Shine hitbox and increased Shine recovery frames from 10 to 17
- Successful counter hits with Shine reduce its recovery frames to 1 frame
- Player should now be granted 30 HP upon killing all enemies in an encounter. This is inconsistent however
- Added instructions UI element and functionality. Check the InstructionManager script to see how to add and use them
- Added null reference checks for the dialogue queue in DialogueManager
- Adjusted encounter spacing and enemy contents in every level
- Deleted depricated OldReact method in Enemy class
- Added brute human prefab
- Added in the WarZoneStage2 and TrueHumanStage1 levels
- Implemented respawning
- Implemented aggression
- NOTE: There's currently a game breaking bug when an enemy goes to attack the player... sometimes. Haven't squashed it yet
- Added music hooks to enemy manager and temp sound
- added SFX hooks for Shine, Thrust, and Slash in PlayerCombat
- added SoundBank loader and Music_Start event to WwiseGlobal object in Unity
- moved GeneratedSoundBanks to StreamingAssets for ease of adding to build
- Added glower and status effects
- Encounter manager related bug fixes
- I did a lot of combat changes. Read the build notes on the google doc in the Feedback folder.
- Replaced enemy prefabs with correct prefabs.
- Added in dialogue for braziers.
- Removed all level end points from view.
- Added events for spearman attacks and non-integrated death music
- Defined active areas.
- Fixed level assignment issues with human soldiers.
- Finished coding categorical spawns. Even numbers spawn shadows, odds spawn humans, with classes being in order from basic, to brute, to special.
- Increased enemy start-up by 10 for every enemy
- Enemies now have windows of time after being hit multiple times where they have increased chances of doing reactions
- A lot of miscellaneous combat changes. Read the build notes on the google doc in the Feedback folder.
- Increased shine recovery to 20 from 17
- Shine now has a spotlight turn on during active frames to denote effective range
- Shine now slows enemies to a third of their movement speed if it doesn't land the counter
- Enemies now spawn lights when hit and stay lit for either 2 or 5 seconds, depending on if the shine hit was counter or not
- Increased animation speeds for Shine and Thrust
- Increased base darkness vignette size to .8 from .6
- Made all graves and grave dialogue.
- Finished Princess Rescue dialogue.
- Changed level layouts for many levels.
- Added new combat and ambient music
- compressed audio to .vorbis
- added menu music
- Added SoundManager
- Reworked current sound system (still requires renaming of sound events)
- Added required sound cues (except for game end screen)
- added sound manager events to wwiseproject
- renamed sound events to match sound manager
- pausing, resuming, and navigating to the menu now affects the music
- began replacing player and basic enemy SFX
- Added in more difficult boss encounters with different prefabs
- All enemies now have attack, hit, and death sounds.
- All player events have sounds (PlayerWalk is still broken).
- Reworked Brute. See Build Notes doc for details
- Basic shadow enemies now turn partially opaque when going to attack
- Adjusted Spearman start-up frames, attack range, and attack hitbox heights. See build notes for exact numbers
- Adjust Glower across the board. See Build Notes doc for details.
- Added and improved tutorials. Had to rewrite InstructionManager and InstructionTrigger
- Adjusted some later encounters to better introduce enemies
- Normalized damage and start-up frames of boss enemies
- Added waves/wave manager
- Can no longer interact with NPCs when in combat, allowing for interactable enemies
- Braziers now properly determine the next level’s darkness status
- Adjsuted UI scaling
- Changed initial torch time to 900 (15 minutes)
- Timer now dislays time in minutes and seconds, gradually changes color, and displays a phrase at the end instead of the time
- Player can no longer light braziers when they have no time on the torch. Added instruction explaining this.
- EnemyManager now checks what the selected enemy is doing before it tells it to attack and removes it from the grid
- Re-enabled stuns
- Added in all Unhostile Enemy Dialogue
- Adjsuted some levels slightly
- Removed enemy temp hitboxes
- Made it possible for enemies to auto-engage encounters
- Started FlagManager final boss waves stetup for Steven
- Glower projectile now is reflect-able
- There's still some debugging junk in here... Sorry if it bothers you, I'm working on it
- Defined low, medium, and high intensity combat music loops and transitions.
- Wwise Game Parameter CombatIntensity from values 0-3 determines which set of combat music will play. 1 = low, 2 = medium, 3 = high
- audio mix adjustments
- Updated all enemy prefabs with exclamation points except boss enemies
- Removed instances of boss enemies
- Allied enemies now display exclamation points to convey aggression levels and betrayal
- Put in King of the Dark sprite
- Adjusted level bounds to make levels able to be completed
- Implemented waves but left them disabled since we likely won't have time to balance and debug them
- May have fixed the freezing bug (more testing required)
- Removed the encounter with no encounter enemies in it
- Added a failsafe case if there are more than 6 enemies in the grid - game no longer crashes
- Fixed some enemies in incorrect zones
- implemented zone specific music
- fixed menu music
- increased lower engine pool size
- replaced UI sounds with dark sounds
- menu music is now less repetitive when left idling
- Player Footsteps now work
- Improved Pulse feedback
- Increased player spotlight intensity and updated prefab
- Updated Guard tooltip
- Player now properly receives health after encounters
- Added in endings functionality, except changing the ending text.
- ”GameEnd” event now ends footsteps and starts menu music behind credits.
- Adjusted walk sound transitions
- Endings are fully functional.
- added delay to Spearman Attack sound to align with animation
- Re-generated soundbanks
- Shrunk Glower size
- Added line of code to get Princess Rescue enemies to attack
- Lowered footstep sound volume
- Rebuilt sound banks
- ???
- Added an enemy to both final encounters
- Removed an enemy from the 6 enemy encounter in Human Territory 2
- Enlarged Glower projectile size
- Adjusted Brute size, animations, and hitboxes