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ProjectTorch

2.5D Dark Fantasy Game

Project Torch ChangeLog

Joey Tong - 9/10/17 - 14:30 - "First Log"

  • This is the format for change logs

Joey Tong - 9/17/17 - 2:00 - "Dialogue"

  • Dialogue System implemented
  • Placeholder textures & test code to be removed in future

Connor Menard - 9/19/17 - 20:00 - "Combat"

  • 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

Joey Tong - 9/20/17 - 2:00 - "Dialogue API"

  • 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

Connor Menard - 9/23/17 - 18:00

  • Finished combat basics (no shine yet), added dummy enemies
  • Torch timer in the top left counts down visually

Joey Tong - 9/30/17 - 18:41 - "Backgrounds"

  • Battleground assets imported and configured
  • Camera Following implemented
  • Background scrolling & parallax layers implemented

Connor Menard - 10/1/17 - 2:44

  • Lots and lots of code cleanup and hitbox shenanigans
  • Enemies now recieve knockback on attacks

Maurice Edwards - 10/3/17 19:37

  • 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

Connor Menard - 10/4/17 - 17:00

  • Fixed moving while attacking bug
  • Started Shine, still bugged though

Connor Menard - 10/4/17 - 17:30

  • Ok I fixed shine
  • Steven Ma - 10/4/17 - 1:41

    • Finished up the level blocking
    • Connor Menard - 10/7/17 - 21:30

      • Started doing stuff for the encounter manager and overall added more enemy stuff
      • Put in Judi and a shadow monster sprite

      Maurice Edwards - 10/10/17 - 1:11

      • 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

      Connor Menard - 10/15/17 - 5:00

      • Fleshed out encounter manager/encounter objects
      • Mostly finished reaction states, still needs number tweaking and a bug or two squashed

      Maurice Edwards - 10/18/17 and 10/20/17 - 4:43

      • 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

      Connor Menard - 10/20/17 - 23:00

      • Added outline for the TextManager script

      Steven Ma - 10/21/17 - 18:18

      • Added the dialogue lines to the TextManager script
      • Connor Menard - 10/21/17 - 20:30

        • Added interactivity functions, can talk with King of Man (Uses default dialogue only)

        Maurice Edwards 10/24/17 - 20:01

        • Fixed prefab issues. Kept old enemy prefab in just in case the code references it or something, but nothing in the scene uses it

        Connor Menard - 10/25/17 - 18:30

        • Finished shine and improved knockback functionality

        Connor Menard - 10/28/17 - 18:12

        • Reworked zones and zone transitions
        • Rough outline for level blocking in place

        Maurice Edwards - 10/29 - 15:16

        • 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

        Steven Ma - 10/30/17 - 2:31

        • Made all the backgrounds close to what they should be

        Connor Menard - 11/1/17 - 5:00

        • More Aggression stuff (not done yet though)
        • Shine hitbox visible in-game

        Maurice Edwards - 11/2/17 - 19:24

        • 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

        Steven Ma - 11/3/17 - 4:26

        • Added in the WarZoneStage2 and TrueHumanStage1 levels

        Connor Menard - 11/4/17 - 18:55

        • Implemented respawning

        Connor Menard - 11/4/17 - 20:07

        • Implemented aggression
        • NOTE: There's currently a game breaking bug when an enemy goes to attack the player... sometimes. Haven't squashed it yet

        Garret Reynolds - 11/9/17 - 12:15PM

        • 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

        Connor Menard - 11/11/17 - 4:19PM

        • Added glower and status effects
        • Encounter manager related bug fixes

        Maurice Edwards - 11/12/17 - 0:55

        • I did a lot of combat changes. Read the build notes on the google doc in the Feedback folder.

        Steven Ma - 11/12/17 - 8:14

        • Replaced enemy prefabs with correct prefabs.
        • Added in dialogue for braziers.
        • Removed all level end points from view.

        Garret Reynolds - 11/9/17 - 12:15PM

        • Added events for spearman attacks and non-integrated death music

        Steven Ma - 11/15/17 - 17:22

        • Defined active areas.
        • Fixed level assignment issues with human soldiers.

        Maurice Edwards - 11/16/17 - 2:00

        • 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.

        Maurice Edwards - 11/16/17 - 20:52

        • 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

        Steven Ma - 11/18/17 - 15:58

        • Made all graves and grave dialogue.
        • Finished Princess Rescue dialogue.
        • Changed level layouts for many levels.

        Garret Reynolds - 11/18/17 - 1:00AM

        • Added new combat and ambient music
        • compressed audio to .vorbis

        Garret Reynolds - 11/18/17 - 4:00PM

        • added menu music

        Connor Menard - 11/20/17 - 1:42PM

        • Added SoundManager
        • Reworked current sound system (still requires renaming of sound events)
        • Added required sound cues (except for game end screen)

        Garret Reynolds - 11/21/17 - 10:10PM

        • added sound manager events to wwiseproject
        • renamed sound events to match sound manager
        • pausing, resuming, and navigating to the menu now affects the music

        Garret Reynolds - 11/22/17 - 2:53PM

        • began replacing player and basic enemy SFX

        Steven Ma - 11/22/17 - 6:43PM

        • Added in more difficult boss encounters with different prefabs

        Garret Reynolds - 11/25/17 - 5:11PM

        • All enemies now have attack, hit, and death sounds.
        • All player events have sounds (PlayerWalk is still broken).

        Maurice Edwards - 11/26/17 - 0:34

        • 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

        Connor Menard - 11/26/17 - 10:42PM

        • Added waves/wave manager
        • Can no longer interact with NPCs when in combat, allowing for interactable enemies

        Maurice Edwards - 11/29/17 - 2:37

        • 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

        Steven Ma - 11/29/17 - 6:40

        • Added in all Unhostile Enemy Dialogue
        • Adjsuted some levels slightly

        Connor Menard - 11/29/17 - 8:03PM

        • 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

        Garret Reynolds - 12/1/17 - 10:03PM

        • 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

        Maurice Edwards - 12/3/17 - 2:11

        • 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

        Connor Menard - 12/4/17 - 9:55PM

        • 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

        Garret Reynolds - 12/5/17 - 10:37AM

        • implemented zone specific music
        • fixed menu music
        • increased lower engine pool size

        Garret Reynolds - 12/6/17 - 12:22PM

        • replaced UI sounds with dark sounds
        • menu music is now less repetitive when left idling

        Garret Reynolds - 12/6/17 - 1:10PM

        • Player Footsteps now work

        Maurice Edwards - 12/6/17 - 15:30

        • Improved Pulse feedback
        • Increased player spotlight intensity and updated prefab
        • Updated Guard tooltip
        • Player now properly receives health after encounters

        Steven Ma? - 12/6/17 - 5:28PM

        • Added in endings functionality, except changing the ending text.

        Garret Reynolds - 12/7/17 - 9:36PM

        • ”GameEnd” event now ends footsteps and starts menu music behind credits.
        • Adjusted walk sound transitions

        Steven Ma - 12/8/17 - 2:04PM

        • Endings are fully functional.

        Garret Reynolds - 12/8/17 - 11:56AM

        • added delay to Spearman Attack sound to align with animation
        • Re-generated soundbanks

        Maurice Edwards - 12/8/17 - 15:19

        • Shrunk Glower size
        • Added line of code to get Princess Rescue enemies to attack

        Garret Reynolds (This is MJ rewriting Garret's log)

        • Lowered footstep sound volume
        • Rebuilt sound banks
        • ???

        Maurice Edwards - 12/9/17 - 15:19

        • 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

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