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