Devlogs
Changelog v0.2
Posted December 17, 2023 by BrutDev
#changelog #0.2
Here is a list of changes that came with version 0.2
Major Changes
- Added a first dungeon for players to fight through in time trial mode
- The player travels through a forest dungeon, defeating enemies room by room
- 9 random rooms get selected out of a pool of 20ish
- Final showdown in a small forest arena
- Compete for best times
- Recreated the whole visuals of the game
- exchanged all environment art
- recreated the hub and the testing grounds
- changed the player to be female
- added floating islands and a small pond as first animated environment
- all units have shadows now
- enemies wobble on damage & create vfx on spawn & stagger
Improvements
- improved combat
- the player moves and attacks way faster
- removed dodge ability (too much overlap with damaging dash ability)
- enemies attacks are spread out a bit more
- rebalanced all units & abilities
- player doesnt get blocked by enemies now
- improved performance
- fixed camera stuttering
- unified shader usage
- decreased particle density
- optimized assets
- improved shadowmapping settings
- simplified enemy logic & utilized way less Update() callbacks
- decreased build size
- reduced size of images
- heavily compressed music
- optimized models
- removed unnecessary assets from build
Quality of life
- made UI smaller, but increased click area size
- slimes are colored red now to be better visible
- ability buttons can be held for continous cast
- the player gets guided to important areas via environment design
- improved navmesh generation
- cooldown numbers are rounded now (but still calculated correctly)
- life bars are color coded now
- main ability buttons dont change image anymore (was confusing)
- you can aim your dash now independent from your current ability cast
- unified color changes in combat
- testing grounds size decreased (too much empty space in combat)
- ingame timer now stands out more on blink
- regions get triggered when standing on them while they get disabled
- enemies dont blink on hit anymore
- player gets moved to the upper right island when entering hub from another scene
- you can now hide debug UI (hidden by default)
- removed spawn indicator (too similar to autoattack target)
- added return to hub button
Fixes
- slimes that are jumping back dont ignore damage anymore
- enemies dont get stuck after being staggered anymore
- you cant enter another scene multiple times anymore
- autoattack now finds targets when its main target dies
- enemy spawn sfx is now affected by sound slider
- you cant skip waves by killing enemies faster than they spawn anymore