Releases: steven11sjf/Inferno
Releases · steven11sjf/Inferno
Alpha 0.2.2: Compiled versions of latest prototype
This is a quick update that incorporated the latest development branch tweaks, adjusted some minor dialogue and enemy placements, and added some binary releases for Windows, MacOS and Linux.
Alpha 0.2.1: Improved Dialogue System
Feature: Character Portraits
- The dialogue box includes space for a character portrait, which is displayed based on the character speaking
- A ChangeAvatar node was added to the node editor, which allows the user to change the character portrait to reflect the dialogue read (i.e. surprised, happy, angry).
Improved Dialogue Effects
- Dialogue now uses TextMesh Pro, which allows for text effects and better coloring
- The jitter effect causes each character to jitter around in a small radius, creating a message that looks like it’s being shouted
- The wave effect causes each character to move up and down synchronously, in a wave.
- A dialogue testing NPC exists now which can test existing dialogue effects to make sure they remain functional.
Alpha 0.2.0: Dialogue System
Version 0.2.0 Dialogue System - xNode is used to create dialogue trees - There are three nodes; chat, event and branch nodes - Chat nodes contain a character's name and color, as well as a main dialogue text and optionally up to 3 responses - A chat node without responses is passed by pressing E, which goes to the next node - A chat node with responses requires the player to click on one of the responses - Event nodes trigger an event in the scene, defined in the DialogueSceneGraph contianed in Assets/Scripts/Dialogue/Scenes/<Scene>/<NPC>/<NPC>_SceneGraph.cs's DoCutsceneAction() switch statement - Variables can be defined in the string array attached to the node - Branch nodes trigger a check of the variables in the DialogueSceneGraph, determined by UpdateVariables(). Bug fixes - Dialogue interfered with weapon fire rates - Enemies drifted in the direction they were traveling after entering dialogue - Charger timings were based on game time instead of time spent in gameplay - Animations didn't pause when the game was paused