Weekly Update #3

Abilities and Talents
  • Tectonic Pressure: active talent for Obsidian Scales. Releases 50% of stored damage in 3m area around player
  • Protector Effect: (rework) Protection aura was difficult to maintain, from now on protection is skill tanks will cast every 10 seconds which will shield only one unit at a time for 5 seconds reducing all damage taken by 50%
  • Earthquake: Shatter ground beneath you dealing periodical damage to enemies standing in this area
  • Aftershock: While inside earthquake area dealing critical strikes or using slam attacks increases duration of earthquake effect by 1 second
Visuals
  • Lightning strikes created by Lightning Rod Talent are now created asynchronously
  • Each weapon has its own set of animations
  • Using active ability triggers animation and skill is used on proper animation frame
UI
  • Power Acquire Notification (& Notification System)
  • Wave Countdown Display
Core Mechanics
  • VFX Spawner – Service that simplifies creation of VFX in scene
  • can create VisualEffects, ParticleSystems, FeedbackPlayer and generic GameObjects
  • all VFX are created under one nested node to keep scene structure organized
  • VFX created with with this service can be automatically marked for destruction after given time
  • Storage System – Generic system to store objects of given type (eg. Available Talents)
  • AbilityStats – Data Scriptable Object Shared across all objects (changing damage in talent will also change it in effect, or prefab)
Game Mechanics
  • Conditional PowerUps – Some talents require others to work (eg. Can’t use Lightning Rod without Conduit)
  • Any Condition: require at least one of given talents
  • All Condition: require all of given talents
  • When Any & All are used both have to be met in order to learn talent
  • Picking up PowerUp puts active skill in first possible slot
  • Spawn Point – GameObject that indicates place in scene where enemies should spawn
  • works in coalition with UnitSpawnManager and can override its settings (eg. this spawn point should only spawn enemy X)
  • Unit Spawn Manager – Unit Spawn Handler that can be configured with:
  • Unit Prefabs: list of all units available to spawn (in the future list will be bound to scene)
  • Clear All Before Next Wave: should spawner wait for all current enemies to die before next group is spawned
  • Run Each Wave Manually: events from outside of spawner will trigger next wave countdown (eg. picked new power)
  • Time Between Waves: Time in seconds between each group of enemies
  • Start Spawn On Scene Load: Start first wave immediately after scene was loaded (takes into account Time Between Waves)
  • Spawn Points To Use: % value of how many spawn points should be used for a single wave
  • Basic GameplayLoop:
  • Start encounter by choosing weapon, each of them grant different starting skill
  • Kill all enemies on arena
  • Pick PowerUp Orb
  • Rinse and repeat!
  • OnPlayerDeath Event – right now used only to restart demo scene
Bugs
  • Dead enemies had active colliders
  • Player was stuck to targeted enemy even when facing other way
  • Storm Blade Collider was not working