CS 425/426 Senior Project
Team #1: Carter Webb, Andrew Kalb, and Gavin Casper
Instructors: Dave Feil-Seifer, Devrin Lee, and Sara Davis with the Department of CSE
External Advisor: Eelke Folmer with the Department of CSE
CS 426 Senior Project in Computer Science, Spring 2024, at UNR, CSE Department
Project Description
Those Who Soar is an innovative top-down roguelike game, combining the immersive elements of adventure and strategy within our 2D art style. Our game is developed for our Capstone Project for CS 426 at UNR. This game represents a well-balanced blend of technical skill, creative design, and engaging gameplay.
Those Who Soar is set in a world where players navigate through levels, each presenting unique challenges and opportunities, say, a new enemy or a new weapon. The game’s core mechanics revolve around player movement, and smart combat. Players can choose from a selection of weapons, each with distinct characteristics, to combat enemies. This variety ensures that each playthrough offers a new and challenging experience.
Some key features of our game include an intuitive UI, robust tile and level-building tools, and breakable objects that add depth to the game environment. The inclusion of a vendor system also allows players to upgrade their abilities and equipment, providing a sense of progression and personalization. The game’s health and damage system are finely tuned to offer a balanced level of difficulty, keeping players engaged but not overwhelmed.
Significant post-concept additions have enhanced the game’s appeal. These include the development of a complex enemy AI, the creation of main and pause menus for a seamless user experience, and an audio manager to enrich the game’s auditory environment. Planned future enhancements include the addition of diverse levels, an expanded arsenal of weapons, varied enemy types, at least one formidable boss, immersive sound effects, and lore to deepen the narrative experience.
Those Who Soar is not just a game for us, it’s a testament to the team’s learning journey in Unity game development. It embodies our commitment to creating an engaging, entertaining, and challenging experience for players as newcomers to game programming. As we continue to refine and expand our project, we aim to push the boundaries of what can be achieved by a team of emerging game developers.
Project Related Resources
S. Rogers, Level up : the guide to great video game design, 2nd ed. Chichester: Wiley, 2014.
Unity, “Unity Documentation,” docs.unity.com. https://docs.unity.com/ The Unity Documentation website is extremely useful to our group, particularly because the team does not have a lot of experience interacting with Unity. It also has a link to an asset store, where we may consider purchasing professional looking assets at a later time.
A. Hussain, H. Shakeel, F. Hussain, N. Uddin, and T. Latif Ghouri, “(PDF) Unity Game Development Engine: A Technical Survey,” ResearchGate, Jul. 2020. https://www.researchgate.net/publication/348917348_Unity_Game_Development_Engine_A_Technical_Survey (accessed Nov. 01, 2023). Unity is one of the most popular game engines used for video game development globally. For that reason, Team 1 has selected Unity to use for development, and chosen this article to act as a reference in case we have questions about the abilities and limitations of Unity as we develop.
S. Aleem, L. F. Capretz, and F. Ahmed, “Game development software engineering process life cycle: a systematic review,” Journal of Software Engineering Research and Development, vol. 4, no. 1, Nov. 2016, doi: https://doi.org/10.1186/s40411-016-0032-7 This scholarly article contains information about game development, including tips on how to plan, prototype, and move along in the development process. As we move through this project, it will be helpful to apply practices and test practices that are clearly defined in this article.
More Resources
“Learn to create a 2D Action Roguelike Game in Unity 2022”, a Udemy Course by Gianny Dantas. Since none of us had prior experience in Unity, we followed this Udemy Course to help us get a grip on the fundamental components of game design, and Unity in general. This course served as a foundation for our project, currently and hereafter we are building off of it.
https://creators.aiva.ai/ AIVA is an AI music composer that we used to generate the music for our game (at least for now). We used a base composition (song) and then modified it to fit our game using AIVA’s modification tools.
Unity Version: 2022.3.9f1 (LTS)
Version History
Version 1.4
Version 1.4.31
- Added a death menu (tells you to press “P” when you die to respawn)
Version 1.4.30
- Fixed? Sliding on death bug as per Instructor feedback
Version 1.4.29
- Fixed dialogue not properly going away on first pause when a menu UI was open
- Added a Full Reset at the very start of the game just once in case something doesnt get reset
Version 1.4.28
- new attempt at fixing the vendor menu crash
Version 1.4.27
- Fixed? DialogueManager crash when the dialogue was displaying and you leave to main menu
Version 1.4.26
- Disabled enemy gun while teleporting for ghost enemy
Version 1.4.25
- Fixed crash where the player was dead when the teleporting enemy tried to teleport
Version 1.4.24
- Fixed not going to Main Menu after beating boss
Version 1.4.23
- Fixed crash when going to menu with shop panel open
Version 1.4.22
- Fix bug where torch would become loud occasionally if you went into the game after already having the torch from the main menu
Version 1.4.21
- Fixed a bug where the player ammo would not be full on picking up a new gun
- Reworked ammo system entirely
- Fixed another bug where bullets would disappear as soon as the player would holster their projectile weapon
Version 1.4.20
- Fixed bug where dialogue would cause issues when it was open and you paused the game.
- Fixed bug where torch wouldnt get reset when it was bought and the player reset their progress
Version 1.4.19
- Fixed a bug where you could force re-equip a weapon you already had equipped (minor visual appearance issue)
- Fixed an assert that would pop up when dialogue was finished on the lore scene
Version 1.4.18
- Changed wording in lore scene dialogue to follow button prompts accurately
- Made reset button (correctly) affect the current scene
- Current Scene is not set back to default on reopening the game anymore
Version 1.4.17
- Fixed a bug where you could not rebind keys in-game due to time being paused
Version 1.4.16
- Fixed a bug where the reset progress didn’t work if the mainmenu was unloaded at least once
- STILL A BUG: reset progress does not reset the saved level scene
- Fixed a crash where the torch was not found in the lore scene (blacklist lore scene for torch requirements)
Version 1.4.15
- Fix bugs where the input manager would still be listening for key presses after escaping the input control menu
Version 1.4.14
- Stopped ammo count from being kept through scenes
Version 1.4.13
- Fixed gun shooting opposite direction when equipped (equipping weapon resets cooldown)
Version 1.4.12
- Added a GameManager to send the player to the correct scene and handle player prefs
- Added reset progress button to main menu
Version 1.4.11
- Fixed shield and health increase logic and matched the skill tree advertisements
- Probably fixed sliding on death and movement on respawn
- Fix cursor invisible bug in the level select menu
Version 1.4.10
- Fixed a bug where you could not shoot in the boss area on level 5
- Make deagle bullets do more damage (2x normal bullets)
- Fixed a bug where bullets dealt damage to bulletproof enemies due to the skill tree
Version 1.4.9
- Fixed Level Select crash bug
- Fixed unintended effect of player skipping dialogue and being able to dash in the tutorial (advance sentence has been changed from Space to Enter)
Version 1.4.8
- Fixed a bug where the torch would cause crashes on the main menu
- Probably fixed a bug where the game would not start (on clicking play) due to skillMenu not being initialized early enough
- Increased fire rate for the BAR weapon, and increased item size on the ground
Version 1.4.7
- Cleanup walls on tutorial scene
- Add items to the vendor area
- Extend black area to cover entire tutorial
- Blacklist W,A,S,D,Mouse0,1,2 from key bindings
- Tutorial is finished?
Version 1.4.6
- Added bullet proof enemies to levels 2, 4, and 5
Version 1.4.5
- Fixed Skill Points not loading when entering a level until you open the skill menu
- Small fix for the level select button not playing a clicking sound when you select it
Version 1.4.4
- Fixed boss door with no key bug
- Fixed vendor canvas in level one
Version 1.4.3
- Added Level Select menu to main menu
- Fixed Reset to Defaul button for Controls Menu
Version 1.4.2
- Fixed tutorial bullet bug
Version 1.4.1
- Added a door to boss room so you can’t leave
Version 1.4.0
- Added level clear to tutorial
- Fixed tutorial vendor canvas in shadows
Version 1.3
Version 1.3.13
- Add special coloring to damage indicators for critical hits
Version 1.3.12
- Add sprite for bulletproof enemy
Version 1.3.11
- Add bulletproof melee enemy
- Add regenerating enemy
Version 1.3.10
- Added the two other guns in levels (bar in 1, special in 5)
- Created Weapon Bar item
- Finished Levels 4 and 5
- Added basic game clear functionality (use OnBossDead event)
Version 1.3.9
- Skill Levels for each skill now save through quitting
Version 1.3.8
- Finished up (maybe) input manager
- Input Manager is now avaliable in any scene (main menu or level)
- You can set any key to any other key as long as it isnt already being used by another key
- You can reset all keys to default
Version 1.3.7
- Begin ghost enemy implementation
- Note: Put ghost enemy in large empty space
- Bug: enemy should flip with weapon
- TODO: make invulnerable during teleport phase
Version 1.3.6
- Finished most of level 4 and level 5
- Waiting for new enemies to finish level 4
- Still need to check if level 5’s boss works
Version 1.3.5
- Added Input Manager
- Certain buttons now use the manager
- Can be set (through the ScriptableObject for now)
Version 1.3.4
- Fix torch transfer between levels and error spam
- Fix enemy bomber weapon error spam
Version 1.3.3
- Unfinished fix to the torch
- Changed the tutorial text boxes over to dialogue boxes
Version 1.3.2
- Fixed traps colliding with bullets
Version 1.3.1
- Added camping projectile enemies to level 3
- Added ability to flip direction of enemies on prefab placement (change x scale to -1, and it should fix enemy behavior and weapon)
Version 1.3.0
- Created level three
- Still needs unmoving projectile enemies to replace regular ones
Version 1.2
Version 1.2.15
- Fix skill tree damage + critical hit chance (25%)
Version 1.2.14
- Add initial damage indicators
- They are ugly, but functional
Version 1.2.13
- First version of lore scene
- Added pixel art
- Changed around story
- Fixed Torch Bug on First Level
Version 1.2.12
- Lore Scene Functionality
Version 1.2.11
- Created level two
- Added level clear scene functionality
- Tested adding a key to chests - didn’t work (not a big deal)
Version 1.2.10
- Increase key item size and in UI
- Add red, green, blue keys and doors
Version 1.2.9.2
- Made own sounds for the Dialogue Audio and Implemented it
Version 1.2.9
- Restructuring Audio Stuff
- Add Randomized/Predictable Dialogue Audio
Version 1.2.8.2
- Fixed dialogue box not showing up
- Added LoreScene
Version 1.2.8
- Added Dialogue System
- Attached Dialogue System to Vendor
- Changed quality settings
Version 1.2.7.2
- Changed Main Menu background
- Changed text on Main Menu
- Updated color gradient
- Gave outline
- Added background wind sfx to main menu
Version 1.2.7
- Bunch of torch refining
- Added a variability to the darkness and length of view distance to make it seem like an actual torch
- Add a bunch of null object checks to stop from getting errors when transferring scenes
- Added torch to every scene for future when coming back into the game after quitting
- Made the torch follow more closely/quickly
- Changed the height of the character so they can fit more places better
- Added fire sound effect for the torch
- The volume is variable, so when you are close, the torch is louder
Version 1.2.6
- Updated torch to singleton
- What happens if we buy the torch, go to another scene, quit (saving the game), then come back? Do we still have the torch?
- Transfered Vendor changed to LevelTwoScene - duplicated original LevelTwo just in case
Version 1.2.5
- Added torch to VendorCanvas
Version 1.2.4
- Added effects to torch
- Added torch to buy menu
Version 1.2.3
- Added torch
- Changed original black mask black-ness
- Changed Vendor to a Prefab
- Added more rays to cast for the FOV effect so there isnt as much rigid movements around corners
Version 1.2.2
- Put in vendor framework for torch - Torch collectable, scriptable object, and instance in vendor
- no actual functionality/ doing stuff
- Added LevelTwoScene
Version 1.2.1
- Made enemies shoot slower
- Changed walking and running sounds
- Still unsure about how they sound
Version 1.2.0
- Add key/door system
- Add keys to UI, scale with UI (underneath bars container)
- TODO: test with multiple keys
- TODO: make key asset match game quality + resolution
- TODO: add to map somehow, include in shader
Version 1.1
Version 1.1.19
- Added some fake walls to the tutorial
- Adjusted fake wall sprite to be more obvious
- Added a few enemies to level one
Version 1.1.18
- Fix boss health bar visibility for in and outside the area
- Fix bug where boss would not die
Version 1.1.17
- Made Skill Tree Damage Additions apply to weapon projectiles (not just applying to the sword as it was before)
Version 1.1.16
- Fixed reload bugs (could reload at full ammo, could reload during a reload)
Version 1.1.15
- Fixed menu bugs around skill menu and submenus (pausing, not being able to press escape)
Version 1.1.14
- Boss health bar disappers after you revive
- Made and edited prefabs to fix bugs across scenes
Version 1.1.13
- Fixed Tutorial Scene not having correct GameObjects
- Converted many GameObjects that are conencted to a single transferable Prefab
- Added fullscreen button in game
Version 1.1.12
- Fix sfx on tutorial scene menus
- Unify volume across scenes (fix bug where volume would keep increasing)
Version 1.1.11
- Clean up boss health code + errors
- Fix projectile enemy gun flickering
- Fix enemy AI to make deep copies instead of sharing decision making scripts
- This means that we can now have many enemies without their AI messing up
- Fix projectile enemies staring at dead player
- Fix boss music
- Fix menu button click sfx
Version 1.1.10
- Fix revive bug on level 1
Version 1.1.9
- Fixed a fake wall bug and edited level one
- Fixed boss intro interfering with pause menu
Version 1.1.8
- Increase Boss Health
- Fix build issue where boss health wouldnt show
Version 1.1.7
- Volume Consistency
Version 1.1.6
- Fixed issue where certain GameObjects werent updated
- Fixed errors
- Fixed skill tree not displaying costs
Version 1.1.5
- Added unit test for music (current music)
Version 1.1.4
- Fix Error bug relating to when skill menu is not active
- Added “Test” button to main menu to get to testing scene
Version 1.1.3
- Add unit test for enemy health (take damage)
Version 1.1.2
- Add unit test for weapon ammo (consume ammo)
Version 1.1.1
- Fixed a few level one issues after peer testing
Version 1.1.0
- Added LevelOneScene to the build
- Created level one
- Added a level clear event - still needs functionality to go to new level (like the pause menu?)
Version 1.0
Version 1.0.9
- Fix bug where player projectiles did not work in boss area
- Adjust sword position/size for melee enemies
- Fix bug where projectile enemy would continue shooting after player died
- Shrink projectile weapon for player and bring slightly closer
Version 1.0.8
- Fix bug where walk/run sfx continued on player death
- Fix bug where player could slide during death animation
- Comments with projectile bug - boss area is enemy layer????
Version 1.0.7
- Added all other sound effects that I made or gathered
- Walking/Running Logic change - Sound still does not work
Version 1.0.6.2
- Small Fix on audio:
- Fixed problem with game music not playing
- Got walking/running sounds to play but they were very inconsistent and dont work most of the time
Version 1.0.6.1
- Broke, then - partially - fixed, audio manager:
- Only Main Menu music and Dash sound effects will play
Version 1.0.6
- Added new sound effect sounds (most not implemented)
- Bug where you can hear implemented sounds
Version 1.0.5
- Fix other menu buttons not highlighting when hovered over
- Made volume transfer between scenes
- Added Boss Music for when you enter the boss zone
Version 1.0.4
- Fix dead state bug from pressing ‘esc’ on the main menu options submenu
- Fix bug where pause menu options submenu returned to game not pause menu
- Fix bug where cursor was invisible on main menu options submenu in build
Version 1.0.3
- Added fake wall components
- Started on level one
Version 1.0.2
- Fixed tutorial-specific bugs
Version 1.0.1
- Fix bug where revive (‘p’) during death animation would not revive player
- Add camera snap on player revive (‘p’)
Version 1.0.0
- Built project (first release on github)
- Fix cursor visibility in menus
- Fix fullscreen game button
Version 0.17
Version 0.17.3
- Fixed damage not transferring bug
- Fixed Crit Chance, Skill Damage bug
- New death sprite
Version 0.17.2
- Updated sprites for
- Player
- Main Enemy
- Sword
- Shifted WeaponHolder Position
Version 0.17.1
- Pushed Skill Points saving bug
- Pushed Options and SkillTree menu fixes for when you exited out of them
- Added Crit logic
- Moved skill tree damage code
- Crit does not work just like skill tree
- Something is wrong with the TakeDamage function or how we are applying the damage with the weapons. It never takes the damageToEnemy variable, only the damage varaible
Version 0.16
Version 0.16.14
- Add weapon bounce
Version 0.16.13
- Fix invisible player projectiles
Version 0.16.12
- Fix bomber assert
Version 0.16.11
- Gave boss less projectiles but increased their speed
- Increased time to start shield regeneration
Version 0.16.10
- Make weapon image bigger
Version 0.16.9
- Downscale health potion image
- Fix bug where shield regenerated during death animation
- Fix bug where bomber did not die
- Fix bug where coin, ammo, sp text was invisible (local bug?)
Version 0.16.8
- Added experience to gain skill points
Version 0.16.7
- Fixed Enemy UI and Weapons being visible over shader
Version 0.16.6
- Fixed Skill Tree damage issue
Version 0.16.6
- finished boss
- addded fade ability to canvas groups
Version 0.16.5
- added more boss intro functionality
Version 0.16.4
- added boss camera
Version 0.16.3
- add shield regen to player
Version 0.16.2
- cleanup particle systems after bomber explodes
Version 0.16.1
- fixed Character Skills and SkillTree persistency issue
Version 0.15
Version 0.15.14
- added BossEvent
- needs camera work
Version 0.15.13
- boss health bar added to UI (currently permanent)
- boss can now take damage/die
Version 0.15.12
- added collision between player and projectiles
- added boss phase functionality based on player health
- added boss wandering state and detect player decision
- got rid of and adjusted various functions in AI files
Version 0.15.11
- added boss’s spiral shot pattern
- addes boss’s random shot pattern
Version 0.15.10
- added base functionality for boss’s circle shot
Version 0.15.9
- created BossProjectile script
Version 0.15.8
- started on boss enemy
- explosion animation
Version 0.15.7
- fixed FOV bug where enemies still show up
Version 0.15.6
- Add box shake when hit
Version 0.15.5
- Fix bomber bug temp : need to set skillMenu (null reference exception)
Version 0.15.4
- Added Field Of View affect
- BUG INTRODUCED - Bomber will not explode after red flashing and stops moving
Version 0.15.3
- Added Skill Tree openability through “T” button and through the pause menu
- Added Tutorial scene accessibility through the main menu
Version 0.15.2
- Added Character Skills (for skill tree)
- Character can get more damage
- Character can get more health
- I want to implement different sprites for how much health you have
- Character can get more shield
- I want to implement different sprites for how much shield you have
- Character can now move faster
- Character can now dash further
- Added initial implementation of skill tree
- Still need to add a button to pull it up
- Still need to add a section for it on the pause menu
- Still need to implement lvl and skill point system to be able to get skill points (SP)
- Updated UI
- Updated Canvas to scale with screen size
- Updated UI to scale with screen size
Version 0.15.1
- Add initial death animation
- Need to remove crosshair and weapon?
Version 0.15.0
- minor tutorial wall fix
Version 0.14
Version 0.14.16
- Changed all current gun weapons to not have automatic reload
Version 0.14.15
- Added the Tutorial Scene
Version 0.14.14.2
- Fixed a bug where melee enemies would hit the player more than once on a single swing
Version 0.14.14.1
- Decrease number of melee enemies spawned
- Remove debug logs around bomber
Version 0.14.14
- Fix ammo text (was too large, on two lines)
- Increase sword attack rate for player
Version 0.14.13
- Add bomber enemy functionality
- Missing explosion particle system asset
Version 0.14.12.1
- More UI Updates
- Added background to pause menu and options menus
Version 0.14.12
- UI Update
- Changed Health Bar and Background
- Changed Shield Bar and Background
- Changed Coin placement
- Changed In-Game UI Background
- Changed Weapon Background
Version 0.14.11
- Add bomber enemy initial implementation
Version 0.14.10
- Fix sword bug for damaging an enemy multiple times with the same stroke
- Fix double shooting/attacking (not setting cooldown at right spot)
- Don’t play attack animation on weapon equip (for sword, left it for guns)
- ParticleSystem’s are ticked to Play on Awake, can’t untick without losing the effect completely
- Attack animation was set to true by default in the unity animator
Version 0.14.9.5
- Got rid of all recoil
Version 0.14.9
- Added color change to vendor cost text - yellow for can buy, red for can’t buy
Version 0.14.8
- Player Sword now effects components (jars, boxes)
Version 0.14.7
- Stopped player from being able to buy health/shield when at full health/shield from vendor
- Added IsFullHealth function for use
- Changed default item cost text to red
Version 0.14.6
- Fix camera stuck on vendor mode
- Make sword damage enemies, default weapon
Version 0.14.5
- Add basic sword support for player
- Add support for separate weapon images for the UI equipped weapon visualization.
Version 0.14.4
- Updated camera smoothing
- Camera now follows player less smoothly
- Camera now follows the player more closely when dashing
- Camera now shares the distance between it a specified target to make it easier to see (vendor for now, will prolly add boss when it is added)
- Added a camera zoom out when the player is near a target (vendor for now, will prolly add boss when it is added)
Version 0.14.3
- Add camera smoothing
- Can adjust the damping value (lower is smoother, higher is more responsive)
- First version of player to vendor camera transition
- Need to add a slide to where the vendor is
- Might want to zoom the camera out a bit
Version 0.14.2
- Change AudioManager to use a singleton
Version 0.14.1
- Add primitive damage indicator
Version 0.14.0
- Create initial spawner prefab for more efficient stage building, particularly involving spawning enemies
- Spawned objects should not overlap
- Spawned objects should remain within the bounds defined in the spawner prefab
- If a spawned object collides 10 times during placement, the spawned object will not be spawned (not enough room inferred)
Version 0.13
Version 0.13.6
- Added an option to change the volume of the music in the pause menu
Version 0.13.5
- Added a dash cooldown timer
Version 0.13.4
- Changed CharacterType variable to CharacterTypeEnum to differentiate it from CharacterTypes
Version 0.13.3
- Got rid of extra reticle attached to the projectile enemy
- refactored some of the reticle code
Version 0.13.2
- Fix animator hash warning spam
- Remove unused old files
- Fix bug where shield potions only updated health visually, not actually
- Fix bug where new secondary weapon did not replace old secondary weapon
- Fix bug where wrong object pooler was deleted (no enemy bullets)
Version 0.13.1
- Added Main Menu
- Added Pause Menu
- Press Escape to pause
- Pauses character rotation and gun rotation/shooting
- Added Audio Manager
Version 0.12
Version 0.12.3
- Fix enemy bullets colliding with other enemies
- Created new EnemyBullet tag to distinguish player and enemy bullets
Version 0.12.2
- Refactored Weapon System
- Created WeaponBase abstract base class
- Create ProjectileWeapon and MeleeWeapon implementations
- Now much easier to interchange weapons for players and enemies
- Sword needs to be tested further and made available to player
Version 0.12.1
- Fixed Component Prefabs bugs - new health script and rewards list
Version 0.12.0
- Refactored Health System
- Created HealthBase abstract base class
- Created EnemyHealth, PlayerHealth, and ComponentHealth implementations
- Fix weapon and glow remaining on death for player
- System should be open for extension and now more cohesive
Version 0.11
Version 0.11.11
- Fix death + revive, weapon and glow still remain (DO LATER)
Version 0.11.10
- Disable enemy projectiles from damaging each other or themselves
- Make projectiles damage player
Version 0.11.9
- Add enemy health and UI
Version 0.11.8
- Fix flickering gun bug
Version 0.11.7
- Create FOV for enemy
- Bug with flickering gun direction exists*
Version 0.11.6
- Create Enemy with gun
- Make enemy AI aim at player
Version 0.11.5
- Create Enemy Melee Attack system
- Create Enemy Sword and mechanics
Version 0.11.4
- Create wander state for enemies
- Make wandering enemies avoid obstacles
Version 0.11.3
- Create patrol state for enemies
- Create follow -> patrol state
- Create path system for defining patrol areas for enemies
Version 0.11.2
- Create follow state for enemies
- Create idle state for enemies
- Create transition between states
Version 0.11.1
- Create and Test initial Finite State Machine
Version 0.11.0
- Create enemy game object and animations
- Create enemy room
Version 0.10
Version 0.10.3
- Added health and shield items to vendor
- Fixed coin bug in which reloading the Unity game reset the amount of coins you had to before you bought something
Version 0.10.2
- Added the ability for the vendor to actually sell items (only gun is implemented right now)
Version 0.10.1
- Added logic that opens up UI shop panel dependent on player input and character vicinity to vendor
Version 0.10.0
- Created a separate vendor room
- Added an animation to a vendor sprite
Vesrion 0.9
Version 0.9.3.1
- Fixed bug in reloading ammo
Version 0.9.3.0
- Updated each gun’s ammo to be stored when switching between guns
Version 0.9.2
- Changed the Weapon UI to update to the equipped weapon’s image
Vesrion 0.9.1
- Edited the Weapon_Special prefab
- Created functionality to pick up a secondary weapon and switch using 1 and 2 between them
Version 0.9.0
- Added a scriptable object Item Weapon- a new way to contain data
Version 0.8
Version 0.8.5
- Added a random chance for jars to spawn a collectable when destroyed
Version 0.8.4
- Added a coin item prefab
- Added a CCoin script to control coin collectables
- Added a CoinManager script to keep track of coins
- Added a Coin UI to display the number of coins collected
Version 0.8.3
- Made a shield item prefab
- Added a CShield script to control shield collectables
- Added a BonusShield animation for picking up shields
Version 0.8.2
- Made a health item prefab
- Added a CHealth script to control health collectables
- Added a BonusHealth animation for picking up health
Version 0.8.1
- Added Collectables base script for future use
Version 0.7
Version 0.7.7
- Added solid bodies to components to prevent walking through them
Version 0.7.6
- Created a spike prefab that damages the player
- Added a spike animation when rotating spikes
Version 0.7.4
- Created a chest class with reward trigger functionality
- Added a chest animation upon opening
Version 0.7.3
- Added the ability to distinguish between damageable and replaceable components
Version 0.7.2
- Added Box prefab
Version 0.7.1
- Created a ComponentBase class that connects the health logic with component prefabs
- Added Jar prefab
Version 0.7.0.1
- Checked useablility of the GameObject Brush
Version 0.7.0.0
- Added chest prefab and Tilemap_Components - halfway through Tile Brush video
Version 0.6
Version 0.6.8
- Added gun recoil animation
Version 0.6.7
- Added collision particle effects for bullets
Version 0.6.6
- Added muzzle particle effect to gun
Version 0.6.5
- Removed player rotation
- Made bullets visible above floor
- Add bullet collision with walls
Version 0.6.4
- Created bigger dungeon room
- Created hitboxes for walls
- Moved reticle to top layer
Version 0.6.3
- Created tile rule and logic to place tiles correctly
Version 0.6.2
- Temporary initial dungeon room built
Version 0.6.1
- Added tile maps for floor/walls design
Version 0.5
Version 0.5.3
- Added CameraShake event
- Attach the CameraShake script to the projectiles being fired
Version 0.5.2
- Added Camera Shake (Press G button)
Version 0.5.1
- Added Camera Follow
Version 0.4
Version 0.4.7
- Fixed incorrect projectile rotation
- Fixed weapon layering
Version 0.4.6
- Added ReturnToPool script
- This script returns the bullet to the pool after a set amount of time
Version 0.4.5
- Added spread to the bullets
Version 0.4.4
- Added shooting functionality
Version 0.4.3
- Added a bullet prefab
- Added Projectile script
Version 0.4.2
- Added ObjectPooling script
- Game creates a pool of bullets on start for bar gun
Version 0.4.1
- Added SingleShotWeapon script
- Changed bar gun to use SingleShotWeapon script
Version 0.3
Version 0.3.9
- fixed weapon rotation bug
Version 0.3.8
- Created Ammo UI
Version 0.3.7
- Made the weapon point in the reticle’s direction
- Changed flip motion to be based off weapon angle
Version 0.3.6
- Added a reticle aim feature
Version 0.3.5
- Added a recoil function
- Added some left/right facing checks
Version 0.3.4
- Added reloding ammo functionality
- Added a needed cooldown between shots
Version 0.3.3
- Added ammo to gun
Version 0.3.2
- Gave the player the current weapon
- Added shoot and reload functions
Version 0.3.1
- Added basic CharacterWeapon class behavior with weapon object
Version 0.3.0
- Added gun prefabs
Version 0.2
Version 0.2.9
- Added player highlight
- Added shield and heart icons
- Added a player layer
Version 0.2.8
- Implemented shield bar and behavior
Version 0.2.7
- Added health number to UI
Version 0.2.6
- Connected health bar image to player health
- Set health bar to update using a lerp for smoothness
Version 0.2.5
- Added singleton templated class
- Made UIManager a singleton
Version 0.2.4
- Added initial health bar UI
- Add UIManager script
Version 0.2.3
- Remove movement while dead
- Reset health to initial health on revive
Version 0.2.2
- Added revive functionality after death (press ‘P’)
- Added spawn position for revive
- Created a Manager folder and LevelManager script
Version 0.2.1
- Added functionality to take damage (press ‘L’)
- Added death, disabled collisions/texture on death
Version 0.2.0
- Added a Health folder and script
- Setup initial and max health
Version 0.1
Version 0.1.9
- Added functionality for animations to play when the player is moving and idling
- Added StringToHash for animation variable name
Version 0.1.8
- Added a CharacterFlip script
- Implemented flipping the character sprite based on movement direction
Version 0.1.7
- Added a CharacterDash script
- Implemented dashing
Version 0.1.6
- Added a CharacterRun script
- Implemented running
Version 0.1.5
- Added a CharacterMovement script
- Refactored the PlayerController script to use the CharacterMovement script
- Updated PlayerController and CharacterAbility scripts
- Implemented walking
Version 0.1.4
- Added Core and Components folders
- Added a Character Ability controller
Version 0.1.3
- Added a Time.FixedDeltaTime to the player movement
- Added a variable to the player movement to control the speed
Version 0.1.2
- Added a Character script
- Added RigidBody2d and BoxCollider2D to player
- Added basic movement function to player
Version 0.1.1
- Added Script, Sprite, and Prefab folders
- Imported temporary player sprites
- Created a basic scene with a player and a camera
- Created and added a PlayerController script to the player
Version 0.1.0
- Initial Setup of Project