top of page

To give you an idea about all the features developped

​

​

What I implemented for this patch (25/09/2016)

  • Enemies :

    • Monster categories :

      • There are 6 new monster categories :

        • Normal : no change.

        • Champion :

          • Attack speed percentage : +125%.

          • Life percentage : +250%.

          • Experience : +250%.

          • Damage percentage : +140%.

          • Dexterity (chance to hit) : +150%.

          • Defence (chance to avoid a hit and reduce damage) : +125%.

          • Find gold percentage : +300%.

          • Find item percentage : +300%.

          • Magic find item percentage : +120%.

        • Gozu :

          • Attack speed percentage : +185%.

          • Life percentage : +175%.

          • Experience : +400%.

          • Damage percentage : no change.

          • Dexterity (chance to hit) : +150%.

          • Defence (chance to avoid a hit and reduce damage) : +125%.

          • Find gold percentage : +400%.

          • Find item percentage : +150%.

          • Magic find item percentage : +350%.

          • Movement speed percentage : +125%.

        • Boss :

          • Attack speed percentage : +135%.

          • Life percentage : +500%.

          • Experience : +1 200%.

          • Damage percentage : +240%.

          • Dexterity (chance to hit) : +175%.

          • Defence (chance to avoid a hit and reduce damage) : +150%.

          • Find gold percentage : +1 200%.

          • Find item percentage : +500%.

          • Magic find item percentage : +400%.

          • Movement speed percentage : no change.

        • World boss :

          • Attack speed percentage : +180%.

          • Life percentage : +2 000%.

          • Experience : +4 000%.

          • Damage percentage : +450%.

          • Dexterity (chance to hit) : +250%.

          • Defence (chance to avoid a hit and reduce damage) : +200%.

          • Find gold percentage : +5 000%.

          • Find item percentage : +1 500%.

          • Magic find item percentage : +800%.

          • Movement speed percentage : no change.

        • Gobelin :

          • Attack speed percentage : +500%.

          • Life percentage : +1 000%.

          • Experience : +2 000%.

          • Damage percentage : no change.

          • Dexterity (chance to hit) : +250%.

          • Defence (chance to avoid a hit and reduce damage) : +150%.

          • Find gold percentage : +4 000%.

          • Find item percentage : +1 000%.

          • Magic find item percentage : +800%.

          • Movement speed percentage : +800%.

 

  • Artificial inteligence :

    • An enemy go back to his initial position when he is too far from it then wait some seconds. When he go back to his initial position, he become unbeatable. When he arrive to his initial position, his current life is set to his maximum life.

    • An enemy attack a player when he is enough close to a player or if a player have attacked him during the last 8 seconds.

    • An enemy follow a player when he is enough close to a player.

    • Else the enemy search then go to a wander point then wait some seconds.

​

​

  • Player and enemies :

    • Better attack system :

      • There is a probability to inflict a critical hit.

      • There is a probability to miss a hit with a limitation. ->  ((1 - dexteriy / defence) * 100).

      • The suffering damage are reduced by the defence.

​

​

  • Player :

    • Better attack system :

      • It is possible to follow and attack an enemy by clicking on him.

      • An enemy is outlined by red lines when the mouse position is hover him.

​

  • Services :

    • Language (update) :

      • When a text is not defined, it is replaced by a red text : "[EMPTY]".

​

  • Cursors :

    • Allow to know what is the layer of the object pointed by the mouse position.

​

  • Inputs (update) :

    • New inputs have been added :

      • Open the game menu to save or load a scene.

      • Select : left click.

      • Stop to move : left shift.

      • Move forward : Z or up arrow.

      • Move left : Q or left arrow.

      • Move right : D or right arrow.

      • Move backward : s or down arrow.

​

  • Modules :

    • Portail to change your current level.

  

  • UI :

    • Attack hits :

      • Hits texts are linked to differents texts animations.

      • Attack a player with a normal or critical hit.

      • Attack an enemy with a normal hit critial hit.

      • Miss a hit.

​

  • Cursors :

    • Attack a strong monster cursor (boss, world boss and gobelins).

    • Attack a weak monster cursor (normal, champion, gozu).

    • Move cursor.

​

  • Game menu :

    • Allow to save, load and reload a scene.

    • Is is possible to specify an automatic save every x minutes.

 

  • Change level portail :

    • A tooltip that show what is the name of the level loaded is show when the mouse position hover the portail.

 

  • Health and mana glob are responsive.

​

​​

  • Scene services :

    • Sound (update) :

      • The music are repeated.

 

  • Save and load :

    • Allow to save and load a scene, enemy, player.

    • Save the player and enemies datas. (attributes, ia, positions, enemy catgories, rotations, settings, etc...)

    • Gameplay data are encrypted.

​

​

  • Optimisation, architecture, clean :

    • Most of my updates functions use data that are initialize in the start or awake function.

    • My movement and animations scripts have been rethinked and abstractions are used by my player and my enemies.

    • The module that generate the enemy categories use a MVC pattern.

    • Remove inheritance when possible.

    • The modules and services idea have been rethinking.

    • Player and scene contain some share services (object pool per example).

    • Supprimer l'héritage d'abstraction lorsque cela n'est pas nécessaire.

    • The game state have been renamed to "scene state" and don't unherit of monobehaviour (full data class).

    • My behaviour tree system have been templatized, it avoid to make cast at each update call.

​

Patch Alpha V0.06

bottom of page