Development Log – January 2026: Biome System and Core Combat & Difficulty Systems

New core systems have been implemented, including a comprehensive biome system for procedural level generation, a multi-node boss system, and a foundational brawling combat system. Additionally, a robust difficulty scaling system dynamically adjusts player damage, enemy health, and mission penalties.

Changelog

[MILESTONE]

  • New Biome System: Implemented a comprehensive biome system for procedural level generation, allowing for diverse environments.
  • Multi-Node Boss System: Introduced a new multi-node boss system, expanding boss encounter design possibilities.
  • Brawling Combat System: Added a foundational brawling combat system, introducing close-quarters mechanics and counter-actions.

[GAMEPLAY]

  • Difficulty Scaling: Implemented a robust difficulty system that dynamically scales player damage, enemy health, and mission penalties based on chosen difficulty.
  • Melee Wave Attacks: Added a new wave attack system for melee abilities, enhancing combat options. Performance and timing for these attacks have been optimized.
  • AI Tactical Improvements: Enhanced NPC cover selection and movement reliability, leading to more challenging and intelligent enemy encounters.
  • Weapon Sway: Introduced a weapon sway feature for ranged weapons, integrating it into aiming rotations for improved visual feedback and a more immersive shooting experience.
  • Mission Failure Flow: Implemented a complete mission failure flow, including penalties and revival mechanics.
  • Vanity Loot Mechanics: Integrated a “hat shoot-off” system that supports vanity loot drops, adding a fun visual gameplay element.
  • Mission Objectives: Added new mission objectives, including Loot Token goals and dynamic alarm chance mechanics.
  • Loot Collection Flow: Refined loot collection mechanics and introduced an exit activation delay for improved pacing.

[GRAPHICS]

  • Fog of War Visuals: Implemented a new Fog of War system with a custom mesh and integrated post-processing effects into levels.
  • Equipment Visuals: Added an equipment visual wearables system, starting with support for the “Eyes” slot.
  • Character Rendering: Improved character model sorting orders and fixed issues with weapon hand sorting and parent-based mapping, resolving visual depth problems.
  • Cinematic Enhancements: Centralized death slow-motion effects within the Cinematic Manager for consistent visual impact.
  • Post-Processing Refinements: Refactored the post-processing base class and added a collection system for better management.

[UI/UX]

  • Full Localization Support: Integrated Unity Localization across all UI and gameplay elements, enabling multi-language support.
  • Improved Loot Screen: Enhanced the Loot Screen with horizontal navigation, faster reveal skipping, improved input handling, and better button glyph formatting.
  • Offscreen Indicators: Implemented an offscreen indicator system to highlight selected characters and other important game elements, improving player awareness.
  • Player Feedback: Added a health number display to player characters.
  • Exit Indicators: Introduced a ‘hold position’ overlay to exit player indicators.
  • Character Selection: Added a character selection icon and updated the player prefab.
  • UI Prefab Updates: Updated UI prefabs and integrated editor scripts for streamlined design workflows.

[PERFORMANCE]

  • Combat Optimization: Optimized performance and timing for melee and wave attacks.
  • System Performance: Improved the performance of the Bark Await system.
  • Ladder System: Optimized ladder checks with guard clauses for improved performance.
  • Memory Management: Improved event cleanup and null safety across various level systems.
  • Quest System: Fixed a quest goal event subscription memory leak, improving long-term stability.

[FIXED]

  • Mission Failure Stability: Implemented critical fixes for the mission failure flow, ensuring proper functionality.
  • Movement Consistency: Resolved inconsistencies in movement range and Action Point (AP) icon display for both player and AI units, unifying checks with Breadth-First Search (BFS).
  • Cinematic Logic: Fixed cinematic target clearing and stopping logic.
  • Fog of War Accuracy: Corrected Fog of War reveal logic to accurately use the last opened door position.
  • Door Mechanics: Fixed bugs related to door movement completion and neighbor validation.
  • UI Stability: Fixed a null reference in the Action Ability Button.
  • Loot Screen: Fixed loot screen forced completion issues and improved smooth scrolling.
  • Level Data: Fixed Tilemap search for ladder carving in LadderData.
  • Scene Integrity: Fixed scene object order and mesh references across various levels.
  • Rendering Issues: Fixed Light2D activation and fading for door lock states.

[TECHNICAL]

  • Difficulty System Refactor: The difficulty system was refactored and migrated to the LevelStateManager for improved management and extensibility.
  • Quest System Refactor: Refactored the quest system to establish a single source of truth, improving stability and debugging capabilities.
  • Asset Management: Added Addressables support for optimized asset loading and management.
  • Development Tools: Introduced a Mission Launcher system with a fluent API and testing helpers for streamlined debug and testing workflows.
  • Bark Await System: Implemented the Bark Await system with coroutine support for flexible asynchronous operations.
  • Wearables Configuration: Refactored character wearables configuration to an override-based system for easier customization.
  • Cinematic System Refactor: Refactored cinematic camera and general cinematic handling logic within LevelRoom.
  • Codebase Cleanup
  • Weapon System: Refactored the weapon type system to incorporate a new WeaponCategory enum.
  • Documentation: Expanded documentation for StatModifiers and Equipment Balancing
  • Core System Refactor: Refactored GameManager and PlayerData dependencies for a cleaner architecture.
  • External Plugin Updates: Updated the folder structure for the Better Rule Tiles plugin.

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

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