Weekly Update #7

Audio
  • Audio events are separated into channels (Player, Enemies, Abilities, SFX, World, Music)
  • Weapon pickup sound
  • Power Orb pickup sound
  • Player footsteps
  • Forest Ambience
  • Village Ambience
Enemies
  • Devilish Vine tentacles are now spawned in free space in the direction of player (using FreeSpaceDetection component)
Visuals
  • Improved visuals for Healing Orb to be more visible
UI
  • Skill Key Binds now supports Gamepad
  • Overlay for healthbar to indicate how much damage is stored in Obsidian Scales
Core Mechanics
  • Controller Type Change detection
  • ControllerChangeToggle – Component to toggle elements based on currently used control scheme
  • UnitHealth CommandQueue – Enqueue all requests to deal damage or heal
  • Detection of units to attach healthbars is now handled via event (onCreateUnit, onDeath) instead of iterating over them every frame
Game Mechanics
  • Skill Aiming
    • Area
    • Direction
  • Skill Aim Cancel
  • SpawnPoints now are able to force specific units to spawn in them (eg. all spawn points are spawning randomly, but one can spawn only Skeleton Defender)
Balance Changes
  • Call Lightning
    • Aim for ability changed from target to area
    • Additionally created lightning strikes does not create shockwave
    • Range increased to 5m (was 1)
  • Wave of Flames
    • Aim for ability changed from „cast forward” to direction
Bugs
  • Call lightning shockwave was not detecting enemies properly
  • Damage and health was not always properly used, calculation from one damage instance was overwriting healing/damage from other source