- [NEW] Added GDS Sprite Packs and a Synty Particle Pack. These bring some new visual assets to the depths!
- [NEW] Started work on implementing Mining. I’ve laid the groundwork for dwarves to do what they do best – dig!
- [NEW] Skills and abilities are now tied to Weapons and Equipment. This means swapping gear can change what you can do!
- [NEW] Looting Weapons is now possible. Keep an eye out for better gear!
- [NEW] Added an Area Effect Skill and Range Visualization. You can now see the potential impact of those wider attacks.
- [NEW] Implemented a Mainquest that doubles as the Win Condition. You now have a primary goal to strive for.
- [NEW] Added a Minimap. This should make navigating the twisting tunnels a bit easier to keep track of your progress.
- [NEW] Started work on Character Leveling Architecture. Your dwarves will be able to grow stronger!
- [NEW] Implemented a Save System. Your progress into the deep is now preserved.
- [NEW] Introduced a GameAsset Database for central Asset Management. This helps keep all the bits and bobs organized.
- [NEW] Added logic for Action Points (AP) based turn-based actions. This is a core change to how turns will flow.
- [NEW] Implemented Predicted AP visualization on the Player Portrait. You can see how your actions will affect your turn flow.
- [IMPROVED] Refactored the Extraction Routine. This should be a smoother process now.
- [IMPROVED] General improvements across the board. Polishing things up where needed.
- [IMPROVED] Repaired Doors and Hatches, though Pathfinding still needs work in the LevelScene. Moving through the levels should be a bit smoother.
- [IMPROVED] Decoupling is done, and a Flexible LevelScript has been added. This makes the game more adaptable.
- [IMPROVED] Camp Loading and functionality have been repaired. Get back to your base camp without issue.
- [IMPROVED] LevelManager is now Responsible for Loading Players and Components. This makes the level setup more robust.
- [IMPROVED] Visualisation and Object Interaction have been improved. It should be clearer what you’re looking at and can interact with.
- [IMPROVED] Improved Mouse Controller stability. Less fiddling, more playing.
- [IMPROVED] Improved MouseInputManager’s UI detection and Refactored MouseCursorController. The cursor should be more responsive and reliable.
- [IMPROVED] Refactored camera target handling for movement cursor. The camera will feel more natural when moving.
- [IMPROVED] Made further small improvements to asset naming. Keeping things tidy behind the scenes.
- [IMPROVED] Cleared Up Project Structure and Filename Structure. Makes development easier and more organized.
- [IMPROVED] Improved Asset Handling with Generics and implemented an IGameAssetTemplate interface. This makes managing assets more robust and unified.
- [IMPROVED] Separated Data and Saving Concerns. The save system is now more organized.
- [IMPROVED] Installed Debug Console Pro. This helps me track down issues more effectively.
- [FIXED] Fixed Material Change on Project Level. This was causing visual issues.
- [FIXED] Fixed the selected state. Characters should now correctly show when they are selected.
- [FIXED] Fixed characters performing actions when they aren’t active. No more surprise attacks from inactive dwarves!
- [FIXED] Fixed an issue with ASM. Getting things working smoothly.
- [FIXED] Level 2 is also fixed. Further into the deep we go!
- [FIXED] Enemy Spawns are functioning again. The caves won’t be empty for long.
- [FIXED] Mouse Movement is working again. You can now navigate the battlefield.
- [FIXED] Events and Portraits have been fixed. The UI should be looking right.
- [FIXED] Abilities have been fixed. They should be working as intended now.
- [FIXED] Fixed Mouse Movement and Shooting issues. Combat and movement are becoming more reliable.
- [FIXED] Minor fixes applied to address various small issues.
- [FIXED] Fixed a Door Interaction Bug. Entering and exiting areas should be smoother.
- [FIXED] Fixed a problem with ASM. Another technical hurdle cleared.
- [FIXED] Made adjustments to Movement Ability and bugfixing tutorial level. The introductory experience should feel more polished.
- [FIXED] Fixed the issue with ASM.
- [FIXED] Fixed Mouse input and applied some fixes. Controls should feel more responsive.
- [FIXED] Ability StateHandling is fixed. Abilities are behaving correctly within the turn system.
- [MILESTONE] The bootstrapping process is complete. Level 2 is also now functional!
- [MILESTONE] Reached a point where everything is working again after some significant restructuring. Feels good to have a solid foundation!
- [MILESTONE] Completed a major refactor of character unit creation, weapon creation, and modability. Also implemented a save system and game asset database – getting closer to production!
- [MILESTONE] Completed refactoring of the movement ability and implemented AP. A big step forward in the combat system.
- [MILESTONE] Completed refactoring of character unit creation, weapon creation, and modability, along with other key systems for moving towards production.
- [TECHNICAL] Initialized Mining. Setting up the systems for digging.
- [TECHNICAL] Updated ASM. Keeping the core systems up to date.
- [TECHNICAL] Started work on Quests as the Win Condition. Setting up the objectives.
- [TECHNICAL] Implemented Duckling functionality. Decoupling different parts of the game.
- [TECHNICAL] Achieved a working empty scene. A blank slate to build upon.
- [TECHNICAL] LevelManager is now Responsible for Loading Players and Components. This is a significant technical restructuring.
- [TECHNICAL] Created a README.md file. Documentation is important.
- [TECHNICAL] Performed analysis. Looking into how things are working.
- [TECHNICAL] Outsourced Skills to Weapons and Equipment. This is a core change to how abilities are handled.
- [TECHNICAL] Created ITD.ldtk. Setting up the level design tools.
- [TECHNICAL] Started the process of Refactoring Bootstrapping. Tidying up the game’s initial setup.
- [TECHNICAL] Started work on AP based turn based actions. Implementing the core combat mechanic.
- [TECHNICAL] Updated IntoTheDeep_DataSO.cs. Keeping the data structures current.
- [TECHNICAL] Created a UnitStateMachine. This helps manage character states.
- [TECHNICAL] Prepared a Generic Statemachine. A flexible system for managing states.
- [TECHNICAL] Decoupled the complete instantiation process for characters, weapons, and behaviors. Added modifiers and made them saveable. This is a big step towards modability.
- [TECHNICAL] Extended Action Bar logic. Making the action bar more functional.
- [TECHNICAL] Reworked the Actionbar and Abilities to function on a Characterstate Basis. Tying abilities to character states.
- [TECHNICAL] Adjusted and fixed Abilities. Ensuring they work within the new systems.
- [TECHNICAL] Implemented Instantiation with Initialization. Getting objects set up correctly.
- [TECHNICAL] Started Character Leveling Architecture. Setting up the system for character progression.
- [TECHNICAL] Implemented a Robust Asset Structure and an IGameAssetTemplate interface. This makes asset management much stronger and more organized.
- [TECHNICAL] Testing functions to link Character Data from State. Connecting the pieces of the character system.
- [TECHNICAL] Cleaned things up. Keeping the code base tidy.
- [TECHNICAL] Refactored charater unit creation, Weapon Creation, Modability, Fixes Mouse Movement and Shooting, Save System implemented, and a GameAsset Database for central Asset Management. This was a very large technical effort to get things production-ready.
- [TECHNICAL] Applied adjustments to Tutorial logic. Fine-tuning the early game experience.
- [TECHNICAL] Added Nullchecks. Preventing potential errors by checking for empty values.
- [TECHNICAL] Refactored the Interaction System. Making object interactions more reliable.
- [TECHNICAL] Updated PlayerMovementCursor.cs. Making adjustments to the movement cursor code.
- [TECHNICAL] Joa, minimap is pretty finished technically. The core functionality is there.
- [TECHNICAL] Implemented Minimap Grundfunktionalität (Basic Functionality). The technical foundation for the minimap is in place.
- [TECHNICAL] Created a Leveldesign Editor Tool that Reacts to changes. Making level creation more dynamic.
- [TECHNICAL] Added and moved Sprites folder structure. Organizing the visual assets.
- [TECHNICAL] Added a CursorManager. Centralizing cursor logic.
- [TECHNICAL] Refactored mouse input and cursor controller logic. Improving the technical implementation of mouse controls.
- [TECHNICAL] Unified ActionCost Calculation. Making the cost of actions consistent.
- [TECHNICAL] PlayerTurn is now ended by Actionpoints. This is how the turn system will work.
- [TECHNICAL] Updated Damagable_Armor.cs. Adjusting how armor and damage are handled.
- [TECHNICAL] Implementing AP. Adding the Action Point system.
- [TECHNICAL] Made adjustments to Movement Ability and bugfixing tutorial level. Refining the technical aspects of movement and the tutorial. Adjustments made to the Tutorial.
Summarized by AI
This Changelog is automatically generated with Google Gemini based on my git commit history.