Patreon Weekly Build: Alpha 0.3.5 out!
A lot of great changes this week. About 3/4 done with new room generation on that branch. On main, I've done things like:
-Custom game option
-Items have been moved, a couple of new items added
-Added 173 image and flavor text to main menu
-Reworked pickup database and pickup spawners, now it's super easy to add spawn zones to things like shelves
-Purchased and implemented highlighting system!
Also I've begun work with a linux port - game does work in linux, but a lot of things to be ironed out! So you lovely folks who play on linux will be able to experience the game soon!
Check it out!
Changelog
Code: Select all
v0.3.5
Upgraded to Unity 5.5.1
Added new LabelledInputField prefab
Created CustomGame screen for main menu. Current functionality includes the ability to choose player name and map seed
Removed LeanTween; added DOTween
Alarm noise is now 3D and tied to what will be flashing alarm lights, which makes a lot more sense and will feel more immersive then endless alarms blaring forever
Purchased and implemented HighlightingSystem into the game. Now, all interactable objects in the game can be highlighted when the player hovers the mouse over them! This option can be disabled in settings by setting the quality to 0
Reworked settings screen. Added OptionsSlider class so that sliders now display their numeric value when changed. Changed 'X' and 'Y' to horizontal and vertical. Smoothing options are now disabled when mouse smoothing is disabled.
Changed options sliders so that numbers don't have a billion decimal places
Changed quit button text from 'quit' to 'exit to desktop'
Fixed main menu music not playing when returning to main menu from a game
Added 173 image to main menu
Did some work with stretching and anchors to ensure that the main menu displays correctly on different resolutions. Buttons and panels now anchored to the corner inside the image where they should appear, and menu image stretches correctly.
173 image flickers, using 2 VariableBehaviorTimers - one for time between flickers, and one for duration of flickers.
Reworked spawn zones for pickups. Spawn zones can now specify slots in x, y, and z directions as well as modify the size of each side individually. You can also add distance in between the slots so that you can build vertical zones for shelves, desks, etc
NotePickups now use enum to determine NoteType instead of string
Noticed that PickupDatabase had several issues:
1) I was generating ids with a dumb mechanism. Now, ids are generated automatically using System.Guid, which should ensure unique ids at least until the universe ends ;)
2) Deleting items in the editor wasn't doing everything that needed to be done. So now, I added two Actions to the AssetListData parameter used to create lists of assets, one that will call a function when an asset is edited, and one that will call a function when an asset is deleted. That way, I can ensure that instance of a pickup are removed, before actually removing that pickup.
Leveraged this in order to actually destroy spawn zones when clicking delete on pickup spawner
Added title field to note pickups so that we can have nicely formatted titles separate from pickup names
Moved starting pickups, now pickups will be placed where they should go.