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.