TO-DO-LIST FOR ALPHA:
Points of interest
▰▰▰▰▰▰▰▰▰▰ 100%
▻ Reworked trap map to be min. 2 tiles in size
▻ Added pitfall logic
▻ Added traps with timers
▻ Added screenfade when entering portal
▻ Converted pitfall into artifical map
▻ Added lighting for trap map
▻ Added vfx for trap map
Polish / Optimize animations, vfx, sfx and textures
▰▰▰▰▰▰▰▰▰▱ 98%
▻ Added new consumable items (WIP)
▻ Added foley sfx for certain moves
▻ Added more rest points
▻ Added sfx for landing
▻ Added 2nd state animation for landing from high height
▻ Added boulder finish animation
▻ Player can now dodge out of stuns
▻ Added player getting stunned when damaged by traps
▻ Fixed not resetting point of interest positions upon death
▻ Fixed traps not being activated together
▻ Fixed wrong trap positiones
▻ Fixed pitfall visual error
▻ Fixed bug in level up window
▻ Fixed shields not showing up in inventory
▻ Fixed AI moving against wall
▻ Fixed AI not moving through destroyed objects
▻ Fixed boulder collider bug
▻ Fixed enemy resetting combat while getting hit by AI companion
▻ Fixed that enemies become aggro immediately when moving close to them (they now have a delay)
▻ Aligned traps with mesh
▻ Changed footstep sfx of 2nd boss
▻ Noise range of the traps reduced
▻ Reworked vfx for witch house
═══════════════════════════════════════════════════════════════════
Future Steps
We have finished all the content for the closed alpha and now we need to fix all the bugs we found. Since Duel corp was previously a 2D game, we need to clean up the project as it still contains a large amount (50%) of unused code and assets. Also, we still need to prepare the game for Steam. Therefore, we will have to add two new bars.
1. Testing, bug fixing, optimization
2. Prepare game for Steam
We are sorry that we can't give you an exact time frame how long it will take. We thank you for your patience and for following our weekly updates.
═══════════════════════════════════════════════════════════════════

