Reduced the speed of the player from 800cm/s to 500cm/s.
Added hurt SFX
Added subtle camera shake when in the train
Added placeholder death animation to player, where a dragon head comes from the wall and eats the player. This also happens to destroy destructibles that gets caught in it (we're the gnome, not the crate).
Added a simple pain (derivative of health) vignette that increases in visibility depending on how much health has been lost recently, and slowly disappears.
Another hard to show thing, so here I've shown what happens if you die in a single hit.
Overhauled the backend layout of train cars, now all cars being purely visual, with the PerCarSublevel (pictured below) included in each of them for their actual functionality.
Additionally added a navmesh for enemies to be able to navigate.
Because the backend of train car layouts were overhauled, the enemy and interior object spawning system had to be redone as well. The grid system was maintained, but the logic for placement is now even more strongly handled by the gamemode. The spawning instructions gamemode sends to the grid to spawn an entity is more robust too. The entire thing has been reworked to be far more adapatable, allowing for more precise cell determination, specifying types of entities allowed in specific car types, and editable spawn zones by car type.
Further, object types can now include data to improve spawn logic according to a specific entity type.
Spawn rate has also been more adaptable, making balancing for enemies as the train progresses more effective.
Added dedicated post-process volumes to various train parts to combat the massive brightness changes, such as one that brightens the dark interior of the cargo car, or darkens the exterior in the starting platform.
Added control icons for abilities, and changed fill direction for the health bar
Added button textures to options menu
Began sculpting the dragon head, which will go on the front of the train's engine car.
Finished models for enemy and player abilities - stone spike, stone wall, stone missile, coin. Began work on a staff for the gnome.
Created textures for all models made and implemented into the game.
missile
spike
wall
staff
coin
Fixed fbx export to work with mixamo autorig and exported animations for editing in Maya.
Added a destruction death to the two enemies. For the chest, the top comes off. For the pot, it breaks.
Vastly reduced the speed of the MagicMissile and CoinSpit abilities (3500cm/s ⇒ 1500 and 3500cm/s ⇒ 1500cm/s, respectively)
Added visuals to the coin spit ability. A large spinning coin, surrounded by a group of smaller coins.
In an attempt to sabotage my laptop, Ethan had me make bees.
Adjusted the size of the rock wall parts massively, and added a slight curve.
Implemented rock wall model and textures.
Added a slight wiggle as the wall is about to disappear.
Added meshes and textures to the spike ability.
Fixed a long standing, very obvious bug that I somehow never noticed.
Adjusted the spikes to disappear much quicker, and be destructible by the player.