Weekly Update #14
AI Redesigned FSM approach instead of custom FSM for each unit, there are now archetypes FSM Tank Archetype Gnoll Shaman will use AcidRain only when player is in view range Simplified FSM Tasks for special Abilities, eg. CastedAbilityTask, or ChanneledAbilityTask instead of individual task
Weekly Update #13
Audio Sword Swing SFX is now triggered with certain animation frames instead of attack action Enemies Gnoll Shaman: New Ranged Enemy dealing poison damage Acid Rain Ability - Summon acid form the sky every 0.5sec for the next 10 seconds (Cooldown 15sec.) Gnoll Thoughskull: Tank
Weekly Update #12
Audio AudioManager listens to OnBodyFall and OnDirectHit and plays proper SFX Flesh Body Hit SFX Wood Body Hit SFX Enemies New property: ExteriorType (Flesh, Wood, Stone, PlateArmor, Plant) Gnoll Brute. Big rock on stick. Smash. Gnoll Deadeye - new ranged enemy, shooting poisoned arrows Visuals Under Construction Prefab (to
Weekly Update #11
Abilities and Talents New Weapon: Simple Sword (part of game progression) Audio Call Lightning SFX Enemies Gnoll Brute (created with inheritance of base prefab) Visuals Combat log uses unit names instead of generic object name Camera will shake after dealing critical strike Core Mechanics Base Prefab for enemies to share
Weekly Update #10
Audio Body fall SFX Combat Music (attached to OnWaveStarted and OnWaveDefeated events) Enemies Devilish Monster Tentacle uses Danger Indicator for its whip attack UI Attack indicator is now part of unit healthbar Core Mechanics Removed rigidbody in units (knockbacks and other physics effects will be handled manually) Game Mechanics Danger