For this sprint, I rushed out a tutorial system specially for open house which made use of advanced queuing systems and a custom event system!
Queuing, like the name suggests allows players to queue events that should happen after a certain execution orders. This allows me to easily integrate it with the game and allow actions to be ordered and called in a certain manner, making things easy and non repetitive for the player. Queue stores the elements in FIFO style (First In First Out), exactly opposite of the Stack collection. It contains the elements in the order they were added.
For UI, I realized that narrative story games usually focuses on the cleaniness of the main screen. Put simply, the role of a good UI is to provide relevant information clearly and quickly, and to get out of the way once it has done its job. A good UI tells you what you need to know, and then gets out of the way.
- Tweaked/polished movement and combat.
- Added a new “Minor Flinch” state for player which does not render the playable incapable of movement.
- Rebalanced combat.
- Integrated new UI sprites/assets.
- Added even more visual effects & sound effects.
- Overhauled camera pull in/out system to use distance instead of FOV manipulation. This greatly reduces nausea when pulling in/out dramatically.
- Implemented camera shake hit feedback system.
- Player now fades out when camera approaches clipping distance.
- Implemented Patrol state for AIs.
- Added a new and stronger variant of Cylos, named Pyclos.
- Created a spatial Audio System for enemies.
- Revamped skill assignment to hotbar.
- Fixed various bugs relating to combat.
- Name Cards
Made VFX for Mana Slash and Guard Hit
Changed main menu button structure and the animations related to the UI.