Development Log – February 2026: Mission and Quest System Enhancements, Level Selector UI, Weapon Proficiency System, and Procedural Level Generation

The Mission Start Flow and level selector UI have been fully implemented. The mission system now supports multiple mission types, including quests, and a comprehensive weapon proficiency system has been integrated.

[MILESTONE]

  • Completed the Mission Start Flow, providing a clear path from level selection to mission deployment.
  • Fully implemented the new level selector UI, allowing players to choose their next mission.

[GAMEPLAY]

  • Implemented support for multiple missions per level, including optional quests and a guaranteed epic loot fallback mechanism.
  • Introduced a new assassination mission type with specific target goals.
  • Integrated a new Mission Processor and extraction flow for improved mission progression.
  • Implemented a comprehensive weapon proficiency system, allowing players to improve weapon handling over time.
  • Introduced an action conditions system to enable more complex ability interactions.
  • Implemented a new weapon feature system, allowing for modular and extensible weapon behaviors 
  • Introduced weapon templates and action templates to streamline weapon configuration and balancing.
  • Enhanced weapon feedback by displaying equipment stat bonuses and refining weapon sway mechanics.
  • Introduced ‘Heist-style’ replay handling for epic loot, providing new gameplay opportunities.
  • Implemented a new bark reaction system, providing dynamic character vocal responses to in-game events.
  • Implemented a hitstop (freeze frame) system to add impact and feedback to combat and key actions.

[GRAPHICS]

  • Implemented a new dynamic portrait capture system for characters
  • Refined portrait camera behavior, including alignment, background handling, and caching for performance.
  • Introduced map node path visualization with bidirectional paths, enhancing level selection clarity.
  • Integrated new Cartography Pack assets, including tilesets and sprites, enhancing map visuals.

[AUDIO]

  • Integrated the Mumble voice system, enhancing in-game character dialogue delivery.
  • Streamlined Barks UI integration and made various runtime fixes for stability.

[UI/UX]

  • Enhanced the loading screen experience with crew portraits, a progress reporter, and displayed level information.
  • Integrated new UI elements and locks to reflect weapon proficiency progression.
  • Added ‘New Item’ badge support to inventory UI elements.
  • Implemented a complete level selection flow, integrating UI, input, and mission state management.
  • Enhanced UI navigation with robust grid navigation support across various selection screens.
  • Introduced detailed character selection and character details UI.
  • Introduced a new UIScreen system, migrating various level and mission screens to a unified architecture.
  • Significantly improved character and inventory selection UI, including enhanced grid navigation, layout adjustments, and tooltip fixes.
  • Streamlined crew selection UI and refined menu flow for a smoother player experience.
  • Completed the character selection screen layout and integrated new UI prefabs.
  • Revised Asset Card display and other core UI templates for improved consistency.
  • Introduced a new UIButtonAnimator component to enhance button visual feedback and interactivity.
  • Updated default button visuals and refined the Map Cart UI.
  • Added new ButtonBar UI prefabs and button overlay elements.
  • Updated fonts (SDF) across the UI for visual consistency.
  • Minor update to the Stars Screen UI prefab.
  • Implemented a centralized UI input blocking system, improving input consistency and preventing unintended actions.
  • Refactored UI widgets and integrated the new UIButton system for a more robust and unified UI architecture.
  • Introduced a dedicated Difficulty Selector screen and refined the Mission Detail Screen.
  • Enhanced the Map Cart UI with improved layout, new glyphs, and header overlays.
  • Further developed the UIButton system with input gating and screen control capabilities.
  • Minor updates to the Map Cart scene and associated level scripts.
  • Refactored the level selector and added a mine cart animator for improved visual feedback.
  • Added new Help UI prefabs for in-game guidance.
  • Developed a comprehensive mission icon library and metadata system for clearer mission presentation.
  • Integrated the new Map Cart scene and supporting assets for level selection.
  • Refactored the Books UI with new editor tools and hardened prefabs for improved stability.

[FIXED]

  • Minor fix to health potion script functionality.
  • Addressed minor UI inconsistencies and refined weapon burst spread calculations.
  • Fixed inventory instance ID handling for better item management.
  • Corrected ricochet reflection count and resolved race conditions/null checks in ability buttons.

[TECHNICAL]

  • Refactored inventory equipment slots and head wearable management for improved consistency.
  • Refactored inventory management, ensuring items persist globally and improving wearable state handling.
  • Reorganized UI prefabs and established new UI templates for consistency.
  • Integrated Odin buttons into inventory templates to streamline item debugging and testing in Play Mode.
  • Ensured character initial status is consistently applied from templates.
  • Integrated new profiling tools and markers to aid performance analysis.
  • Implemented an Act metadata system and optimized map node caching for better performance.

This Changelog is automatically generated with Google Gemini based on my git commit history.

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