A Unity 2017 game, set in a fantasy world ruled by cats.
Further reading :
29-09-2017
- Basic character movement WASD: UP, LEFT, DOWN, RIGHT.
- Camera movement.
- Chest Interactable script.
- Sign/Dialog Interactable script.
30-09-2017
- Implemented choice system:
- When interacting with a InteractableSign which has one or more Choice types, the player will be given these choices.
- The playe will use the UP and DOWN arrows to select the choice and press the E key to continue.
- Choices implemented:
- Dialog choice - displays additional dialog, has three fields :
- string[] : new messages to display.
- bool : Override original message of the InteractableSign.
- bool : Remove this choice once it has been selected.
- Exit - Ends the interaction.
- Dialog choice - displays additional dialog, has three fields :
01-10-2017
- Implemented Inventory system, with seven slots.
- Player navigates the inventory via LEFT and RIGHT arrow keys.
- Player uses the selected item via SPACEBAR key.
02-10-2017
- Implement choice flags for choice option control.
- Try out using additive scene with main scene.
03-10-2017
- Extend InteractableSign into InteractableSignChoice which has choices feature.
- Fix bug of using items, adding items and removing items when character is frozen.
- Fix bug of ItemDatabase returning null.
- Use Persistent scene to hold persistent objects (i.e. Character), achieving persistence.
05-10-2017
- Finish implementing the SceneController script for loading, unloading and changing scenes.
- Create the GUI for pause menu.
08-10-2017
- Implement Open/Close menu with time scale adjusting accordingly.
- Implement Resume and Exit buttons
- Controls with only E key for confirming button and UP/DOWN arrow keys for selection
10-10-2017
- Import blender created models and setup the first level - Kings Castle.
11-10-2017
- Start building the level, attaching scripts to gameobjects and setting up colliders.
12-10-2017
- Implement InteractableExchange script for possible quest/shops.
14-10-2017
- Extend the functionality of InteractableChest and InteractableExchange to feature optional InteractableSign's - i.e When chest is open a dialog is displayed to tell you what you got, and when an already chest is interacted with, it tells you that the chest is already empty.
- Fix InteractableSign bug when if the player presses E key to skip dialog, the player becomes unfrozen before the dialog box disappears.
- Create and import a WoodenSign asset and position it in the KingsCastle level.
- Change Kings dialog from InteractableSign to InteractableSignChoice to demo the choice system.
- Minor text changes in InteractableSign's (to added better jokes and puns) and repositioning some GameObjects.
- Create better sprites and added them to the game.
17-10-2017
- Fix duplicate KingsCastle scene loading bug
- Create SpawnPoint gameobject and script to specify Character spawn location and camera movement boolean.
19-10-2017
- Add Health and Powerup HUD
- Create CharacterHealthModel for adding/damaging health
21-10-2017
- Create House and Tree models, texture them and import into Unity
- Layout the village Level
- Improve SpawnPoint script to allow for Camera options for different spawn points
22-10-2017
- Create Idle, Walking and Running animations for Character
- Set up the AnimationController and append the changes to CharacterMovementView script
- Allow for multiple SpawnPoints in a scene - the previous scene you where in dictates the spawnpoint of the scene to be loaded
23-10-2017
- Create CharacterVillagerController script for controller NPC villager movement
- Begin placing NPC's and creating dialog for them and other interactions
- Implement ChoiceRemoveObject to allow for Choices to remove a GameObject (PlotBarrier) and allow for story progression
- Implement SceneChanger to change scenes on Trigger
24-10-2017
- Create a Scarf for the Character
- Implement Cloth physics for the Scarf on Character
- Implement InteractableSignRemove to remove an object after interaction
- Implement game retaining data even after exiting
- Remake the inventory for easier serialization (using two Lists instead of a Dictionary)
26-10-2017
- Create the CastleGate model for Village level
- Set up movement between KingsCastle level and Village level
- Create TopHat, StrawHat and Helmet models for NPCs
- Create Spear model for NPC_Guards
- Position Guards around
27-10-2017
- Create SimpleAI, where if the player gets in range, the AI will come over and push the Player (as well as deal damage)
28-10-2017
- Create Attack_1 Animation for the Character
- Set up AnimatorController to include Attacking
- Allow for Attacks (if a weapon is present and selected in the inventory) with the SPACEBAR Key
- Create a sword model for the Character
- Implement basic combat, with damage and push back. The enemy gets destoryed when they run out of health
- Display Damage done (to the enemy) via UI -> Numbers of damage appear of the enemy for 0.75 seconds
29-10-2017
- Implement saving and loading leveldata
- Implement Saving and Loading game from Menu
- Bug fixing
06-11-2017
- Change Character movement as per feedback recommendations
07-11-2017
- Fix inventory bug
16-11-2017
- Create splash screen
18-11-2017
- Create Forest Level
- Make Enemies drop random item (Potions and Gold) depending on the Drop Rate
- Add Death effect to the enemies
- Make Character be able to pick up Item Drops from enemies
- Create chests that open and contain items
- Implement Medium AI which will attack you repeatedly but will run away if he recieves damage
19-11-2017
- Design Cave Level
- Implement Moveable Blocks for puzzle element