Development Log – June 2025: Save/Load System Implementation, Game State Persistence, and Action Point (AP) Combat Management

The update introduces a foundational save/load system, a core Action Point combat system, and a minimap. It also includes significant refactoring of character and save data structures, performance optimizations for pathfinding, and enhanced developer tools.

Changelog

This update focuses on significant refactoring of core game systems, introducing Action Points for turn-based combat, implementing a minimap, and improving overall game stability and player experience.


[MILESTONE]

  • Save/Load System: Implemented a foundational Save/Load system, allowing game state to be persistently stored and retrieved. This includes a robust refactoring of character and game data structures.

[GAMEPLAY]

  • Action Point (AP) System:
    • Implemented a core Action Point (AP) system, fundamentally changing how turns and abilities are managed in combat.
    • Unified Action Cost calculations for abilities to ensure consistent gameplay mechanics.
    • Player turns now accurately conclude based on remaining Action Points.
  • Player Abilities:
    • Refined and simplified the Dash and Stomp abilities for a more intuitive player experience.
    • Resolved multiple issues related to ability state handling, improving reliability.
  • Interaction & Combat:
    • Refactored the core interaction system, enhancing player interactions with in-game objects.
    • Updated and improved combat mechanics, including adjustments to damage and armor calculations.
    • Fixed critical issues with enemy spawning logic, ensuring encounters trigger as intended.
  • Character Systems:
    • Decoupled the instantiation process for characters, weapons, and behaviors, enabling greater flexibility for game content and modifier application.
    • Initiated the architectural groundwork for a character leveling system.

[GRAPHICS]

  • Asset Management: Added new sprites and reorganized the game’s asset folder structure for improved development workflow.

[UI/UX]

  • Minimap: Introduced and fully implemented a Minimap, significantly improving player navigation and spatial awareness.
  • Cursor & Input:
    • Developed and integrated a new Cursor Manager to centralize and refine mouse input and cursor control logic.
    • Improved visual feedback for object interaction and general mouse movement.
    • Fixed issues related to mouse movement and camera targeting when using the movement cursor.
  • Player Feedback:
    • Implemented predicted Action Points (AP) display on player portraits, providing clear feedback for turn planning.
    • Extended and refined the Action Bar logic, resolving issues to ensure abilities function correctly based on character states.
  • Tutorial: Made several adjustments to the in-game tutorial content to improve the new player onboarding experience.

[PERFORMANCE]

  • Pathfinding Optimizations:
    • Optimized node access and pathfinding algorithms within the NodeManager, leading to improved AI performance.
    • Removed an unused GetNodesVisibleToEnemy method to reduce processing overhead.
    • Refactored general pathfinding and guardian logic for enhanced efficiency.

[FIXED]

  • Resolved multiple interaction bugs, including a specific issue with door interactions.
  • Addressed various minor bugs and null reference exceptions across the codebase, contributing to overall game stability.
  • Corrected issues affecting event triggers and player portrait displays.
  • Fixed problems related to abilities and their initialization following system refactors.
  • Restored stability and functionality after significant system refactors, particularly concerning character and unit creation.

[TECHNICAL]

  • Core Systems Refactoring:
    • Undertook significant refactoring of character and unit creation systems for enhanced modularity and maintainability.
    • Extensively refactored save data structures and general game asset handling, incorporating generics and a new IGameAssetTemplate interface for standardized management.
    • Prepared a generic state machine framework and implemented a dedicated Unit State Machine.
    • Cleaned up and improved project structure and file naming conventions.
    • Updated the Unity engine to the latest version.
  • Developer Tools:
    • Integrated Debug Console Pro and resolved an underlying assembly definition problem.
    • Developed a Level Design Editor Tool to react dynamically to in-editor changes, streamlining level creation.

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

Leave a Comment