Skip to content

Releases: steven11sjf/Inferno

Alpha 0.2.2: Compiled versions of latest prototype

01 Jan 00:48

Choose a tag to compare

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

26 Oct 21:16

Choose a tag to compare

Pre-release

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

04 Sep 09:11

Choose a tag to compare

Pre-release
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