Implemented the full Game Design Document compliant mission flow, establishing foundational campaign level templates and introducing new Gather and Squad zones with associated gameplay goals. Visual enhancements include updated level entry/exit effects, cinematic sequences, and adjustments to UI and damage number offsets.
Changelog
[MILESTONE]
- Added foundational campaign level templates, missions, and processing logic.
[GAMEPLAY]
- Introduced new level entry and exit effects, enhancing the visual transition between game states.
- Added a cinematic sequence for crew exiting levels after debriefing.
- Implemented new Gather and Squad zones with associated gameplay goals for campaign levels.
[GRAPHICS]
- Adjusted damage numbers for improved readability during combat.
- Updated UI prefabs, tilemap offsets, and other visual assets for consistent presentation.
- Implemented a general fade-out routine for scene transitions.
[AUDIO]
- Reworked the core dialogue system, introducing a dedicated Dialogue Manager and an integrated voice system.
- Added a ‘Mumble’ voice effect to dialogue for stylistic variety.
[UI/UX]
- Overhauled the Debriefing screen with a new rating system, ViewModels for improved data handling, and a skip feature.
- The Level Manager now correctly hides in-game UI during debriefing sequences for a cleaner user experience.
- Streamlined UI widgets and screens, including title and button bars, for better consistency and performance.
- Updated player portrait display.
- Adjusted the layout of the Renown Screen.
- Implemented a foundational restructuring of UI screens for better maintainability.
[FIXED]
- Addressed several general bug fixes across various game systems.
- Resolved multiple issues within the Debriefing system for improved stability and reliability.
[TECHNICAL]
- Refactored the core campaign progression system, replacing ScriptableObject-driven logic with an imperative Campaign Flow Script.
- Integrated a new gate-node system into the map, affecting scene transitions and map navigation logic.
- Implemented a new Level Director architecture, introducing scene-independent ScriptableObject processors and a MonoBehaviour Director pattern for scripted demo levels.
- Performed general code refactoring and simplification across various systems.
- Created internal documentation for progression rules auditing and Debriefing flow implementation plans.
This Changelog is automatically generated with Google Gemini based on my git commit history.