Weekly Update #19

AI
  • Added new nodes that handle movement originated from PatrolSystem
Scenes
  • New Quest: Prepare for Battle

Developer’s Note:

Introduced a new quest as a proving ground for the QuestManager system. This quest ensures that the player is equipped with a weapon, learns its usage, and is guided into the core gameplay loop

Enemies
  • New System: Patrolling – allows for movement of units in scene when not in combat
  • Units can follow PatrolPath, or other Units with given offset
  • BaseEnemy excluded from validation
  • Training Dummy Created as Prefab Variant of BaseEnemy
  • Devilish Vine Created as Prefab Variant of BaseEnemy
  • Devilish Vine Tentacle Created as Prefab Variant of BaseEnemy
UI
  • Quest and Objectives Panel
Core Mechanics
  • Objective Channel * Data Object
  • ObjectiveValue Channel
  • Quest Channel + Data Object
  • DirectListener variant for ChannelSystem (create listeners for events completely from code, bypassing unity components)
Game Mechanics
  • PatrolPath component allows to define path with list of transforms
  • QuestManager
    • Each quest can have multiple objectives
    • Objectives can be either singular action, or require player to repeat some task multiple times
    • Completing all objectives of given quest completes it
    • Each objective and quest raise events for when they’re created, progressed or completed