A new turret combat system has been implemented, incorporating core functionality, target acquisition, specific variants, and advanced targeting/management mechanics. This update also includes refinements to dash attacks, new critical hit cinematics, a defensive ability, and general system optimizations.
MILESTONE
- Turret Combat System Introduced: A new layer of tactical combat has been added with the introduction of turrets.
- Implemented core turret functionality, including target acquisition and visual aiming mechanics.
- Added an AutoFire Turret prefab and a dedicated Sniper Turret variant.
- Introduced node-based targeting for advanced turret behaviors.
- Integrated a comprehensive turret management system with environment state logic.
- Balanced turret statistics and adjusted prefab layouts for optimal gameplay.
- Note: Core turret functionality is established; further visual polish is planned for future updates.
- Critical Hit & Cinematic System: Combat now feels more impactful with new visual and auditory feedback for critical hits.
- Added a “Bullet Time” cinematic effect for critical and deadly hits, enhancing combat immersion.
- Introduced dedicated weak point hitboxes on enemies, allowing for strategic targeting.
GAMEPLAY
- New Ability – Hold Position: Added a new defensive ability that grants characters an entrenched status and damage reduction. New rewards related to this ability have also been added.
- Dash Melee Attack Enhancements: The dash melee ability has received significant improvements.
- Enhanced the dash melee action with improved feel and responsiveness.
- Adjusted the dash melee action for better player control.
- Updated procedural level meshes in relation to the dash ability.
- Enemy Behavior:
- Updated Goblin enemy prefabs with refined hitboxes and layer assignments for more consistent combat.
- Implemented ambient target detection and head Inverse Kinematics (IK) routines for improved enemy awareness and responsiveness.
GRAPHICS
- Added new animations and visual effects for the dash attack.
- Integrated blood and hit visual effects for player and enemy characters, providing clearer damage feedback.
- Updated various scene meshes across multiple levels for visual fidelity and organization.
- Adjusted animation controllers and mesh references for consistency across assets.
- Introduced a Camera Manager for improved camera control and dynamics.
- Removed older, unused turret animation assets to streamline project files.
- Ensured visual consistency by hiding laser sights and aiming dots during attacks.
AUDIO
- Added new melee weapon swing and draw audio assets for a more immersive combat soundscape.
- Integrated new damage audio cues for a more visceral combat experience.
UI/UX
- Enabled nested health bars for clearer visual representation of health.
PERFORMANCE
- Improved level loading times and stability through new loading states and event systems.
- Removed unused meshes from level scenes to reduce memory footprint and improve performance.
- Cleaned up internal debug logging in Character models, contributing to minor runtime performance improvements.
FIXED
- Restored overall game playability following a critical issue.
- Resolved an issue with ability rewards and level progression logic to ensure proper flow.
■ TECHNICAL
- Refactored the core damage and healing event system, and introduced a new Character FX Handler for better visual and audio effect management.
- Overhauled the melee ability input and range indicator logic for improved maintainability.
- Refactored turret internal states and configuration to utilize a dedicated TurretConfig asset, enhancing modularity.
- Updated various player, enemy, and level prefabs to integrate new events and systems.
- Improved level template and scene organization for easier development.
- Streamlined asset export processes to JSON and reorganized mission results data.
- Refactored equipment template action listener logic for improved system architecture.
- Refactored dash indicator logic to better integrate with the
ABILITY_DashMeleesystem. - Added a Cinematic Manager to streamline the integration of slow-motion cinematics.
- Updated gnome assets, weapon prefab, and scripts to align with new systems.
This Changelog is automatically generated with Google Gemini based on my git commit history.