Advancements were made in procedural level generation, including core logic refactoring, the introduction of a new generator component, and expanded content diversity. Core AI movement and behavior, alongside procedural enemy spawning systems, were also refactored and enhanced.
[MILESTONE]
- Major advancements in procedural level generation, with levels now functioning reliably.
- Refactored core room and door initialization logic for procedural levels, improving level construction.
- Introduced `DungeonGeneratorRunnerGrid2D`, a core component driving procedural level generation.
- Enhanced procedural room connection logic, leading to more coherent and varied level layouts.
- Added new room templates and corridor types, expanding the diversity of procedurally generated environments.
- Integrated initial cave level art assets, laying the groundwork for new environment themes.
[GAMEPLAY]
- Major refactor of core AI movement and behavior actions, resulting in more responsive and intelligent enemies.
- Integrated and enhanced a procedural enemy spawning system, enabling more varied and challenging encounters.
- Refined enemy weapon setup and improved general AI behavior, contributing to dynamic combat scenarios.
- Implemented a dynamic alarm configuration system, allowing for reactive enemy spawning based on player actions.
- Introduced a new visibility detection system, crucial for AI perception and player stealth mechanics.
- Extensive refactor of the quest system to support dynamic goals and complex progress tracking, including objectives like ‘loot crate openings’.
- Introduced a mission processor system to handle post-generation logic for quests and mission objectives.
- Added a Steamworld Heist inspired “Smash & Grab” mission type
- Major architectural refactor of the weapon system, improving its flexibility, scalability, and stability.
- Refactored level intro sequences, adding a new processor for dynamic dialogue flow to enhance the initial player experience in levels.
[GRAPHICS]
- Enhanced Fog of War system with new post-processing, improving player visibility and exploration dynamics.
- Introduced `GroundBlockUnderlay` post-processing feature for improved aesthetic quality and visual consistency of level grounds.
- Refactored lighting and ‘revealable’ systems, adding `RevealableLight` for dynamic light interactions and environmental visibility.
- Updated various level and weapon meshes, along with shadow references, across different scenes for visual consistency.
- Integrated initial cave level art assets and updated associated prefabs, preparing for new biomes.
[UI/UX]
- Comprehensive refactor of the UI system to a widget-based architecture, improving modularity, performance, and development efficiency.
- Introduced a new UI input blocking API and a refactored input management system, enhancing control over player interaction.
- Added essential UI elements, including a dedicated Settings Canvas for player options and a new Confirmation Dialog for user prompts.
- Implemented a minimap icon system, significantly improving player navigation and situational awareness.
- Improved quest UI removal logic for a cleaner and more intuitive interface.
[PERFORMANCE]
- Executed core script optimizations to significantly reduce memory allocations and improve overall game performance, resulting in a smoother gameplay experience.
[FIXED]
- Resolved an issue where the cursor would get stuck during movement abilities, improving player control.
[TECHNICAL]
- Introduced a behavior testing system for NPC actions, providing developers with robust tools for AI validation.
- Refactored the core GameData system and LevelManager architecture for better scalability and maintainability.
- Performed general cleanup of unused code and assets, contributing to improved project health and reduced build sizes.
- Refactored node manager integration, critical for improving pathfinding and level structure generation systems.
This Changelog is automatically generated with Google Gemini based on my git commit history.