More work was done on UI this week, fully implementing the options menu, an ability UI showing keybinds and cooldowns, and a simple health UI bound to the stat component.
UI design continues to be a work in progress, especially options menu, but there are now icons for the abilities themselves.
A temporary menu click SFX was also implemented.
Created the passenger car models, consisting of several modular pieces (window wall, door wall, corner wall, floor, roof quarter, undercarriage). Many of these assets will be reused for the cargo and flatbed car types, just with different textures and slight modifications. Work also began on some of the prop assets that will appear in the train, including light fixtures and crates.
Continued work on the gnome model. High poly sculping is getting close to complete, and hopefully texturing will go quick so it can get rigged up soon.
As an artistic effect, a post-processing outline shader was created, seen here tested on a (not-quite-complete) train car asset. Several methods of creating such a shader were experimented with and combined to create the effect.
Implemented a bunch of bug fixes related to the abilities- some small, others detrimental.
Ability refunds were also implemented. All abilities had some sort of spawn check, where either fewer things would be spawned, or none at all. Ie the spikes and wall won't spawn outside the train. This led to the ability sometimes seemingly just... not firing- at least as far as the player could tell.
Abilities now refund their cooldown if they weren't spawned (i.e. ≥1/3 walls have to be spawned for the wall ability, ≥ 8/17 spikes for the spike ability)
Previously this was done manually via code tweaks to force the player to attack itself, but now there is a character that automatically fires off abilities at the player.
Once the player enters the circle, the character will start attacking. This happens no matter the team.
With the player team, it's useful to ensure that the abilities don't damage the player themselves, whereas the use of the enemy team is more obvious.
This was how I figured out about a lot of detrimental bugs in abilities...
Here begins the journey of creating the abilities the enemies will use.
This specific ability is designed to be used by the mimic enemy, although it fully supports being used by the player.
At the moment, it is just a tiny cylinder with a shiny light-gold material. Just like the magic missile, this is going to be turned into either largely or entirely particles.
Mesh destruction was added, and abilities were given full support for the system. The parameters for destruction strength will likely need to be tweaked as it's moved into the train, but for now things basically explode with the magic missile, and the three other abilities collapse the mesh.
Capturing in extreme slomo, from left to right, the spikes, wall, and magic missile: