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May 1, 2019

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)