Weekly Update #24

Gameplay
  • There is a closed gamepleay loop in place. Defeating all waves in „Invasion of Auglen” Scene grants you power orb and open portals to next scene… „Invasion of Auglen”
  • Increased distance of dash by 50%
  • Passages can now load new scenes
Enemies
  • Gnoll Deadeye:
  • Created brand new animation for this crossbow wielding brave hiena-guy
Scenes
  • Created „Invasion of Auglen” Scene
Visuals
  • Enhanced the Blood in the Water ability with new visual effects! Now, when an enemy accumulates 5 stacks of bleed, a trail will appear to guide you straight to them
  • Added Dash VFX
Audio
  • Added Dash SFX
UI
  • Added visual cue in form of bright white border when the ability is off cooldown
  • InGame UI have parent node with controleable alpha value

Developer’s Note:

During scene transitions, the UI isn’t visible, but many events and channels initiated during scene unloading are tied to the UI. Simply disabling the UI can cause issues like stuck notifications or a health bar that doesn’t update properly. By hiding the UI using the alpha channel instead, these events can complete correctly in the background.

  • Created bootstrap script which ensures that game is always started from _boot scene (even if working on different scene in editor)
Internal
  • Enemies MoveSystem provides now a way to calculate path that it would follow to given target
  • Decoupled UI and Managers from Game Scene
  • Created _boot Scene which loads UI and Managers
  • Created SceneLoadManager which loads player (outside of specific scene scope) and handles loading scenes with transitions
  • Added editor util which shows where is front side of passage