Dev Log #2 - April 30, 2019
So, it's been a productive couple of weeks! I got some rather disappointing news that might affect my productivity for a while, but gonna keep truckin' along as much as I can.Anyway, here's the current change log since the last dev update!
I also wanted to start doing some videos as I think that they might cut down on the amount of writing/explaining, and might be a little more engaging. I already wrote up a large changelog below, so I'll be adding it too, as I didn't want to add all this content to the video (so lazy, I know).
Anyway, here's a pretty lengthy Changelog:
Updated Unity and Project to a newer version
Platform dropping now requires holding down then pressing jump. This will reduce mistakes when performing directional attacks.
HP Properly updates now. It will take into account the player’s health.
GameOver works now. It will respawn the character to the last checkpoint.
Character can respawn at his starting position or at a checkpoint depending on if they’ve entered a checkpoint.
Checkpoint system now works. These are triggers that when entered by the player, will inform the relevant system.
Refactored every single script to match a naming convention that makes it easier to know that is doing what
Fixed some issues with the dialogue system
Created a new Actor Editor
Created a new Scene Builder that also makes it easier to create objects
Music looping now takes into account the currently playing song
Hurt/Hitstun works properly now
Much more optimized Statemachine system that’s also much easier to add new states too.
Refactored the animation state machines and have them sharing a common base state machine. This makes it easier to setup animations when new characters are created
Updated RoomManager to evaluate events when moving into new rooms and doing things such as loading and executing cutscenes right when you walk in
Attacks can now spawn/shoot projectiles
UI now includes new animation events thanks to DoTween
File/Asset Clean up. Got rid of a lot of unneeded place holders and scripts written for testing purposes.
Player can now be spawned using a spawner and no longer has to be placed in a scene manually.
Updated framedata to store more information such as independent vibration and camera shake variables
Added Scene Fade in/Out effect. This will play automatically when entering a scene.
Projectiles will now emit particles when they hit stuff.
Added “Pressed Start” to the main menu.
Added a Scene and Game reset button (R&T)
Message Box UI will now wait until the message box is fully rendered before drawing text.
Breeze retains his health between scenes
Cutscenes no longer automatically pause player’s physics.
Created Scriptable Data for Music. This will store the Song’s name, Loop Point, and potentially some other information.
And for some other misc stuff:
Revealed like, 3 characters in one weekend (Hume, Float, and Peb).
Developed Updated Height Chart for the Current cast (this was a lot of work)
Developed Model Sheets for the sprites of the Demo characters
Started Development on Pathfinding/Navigation system for AI.
Selected an Enamel Pin vendor and submitted an Order, then received it the day I wrote up this post!
Breeze in the Clouds | Dev Log #2 - April 30, 2019 (YouTube)
