Another update has arrived - this time I've focused more on the environment, some visuals, and added some new rules to the dungeon generation logic.
Changed enemy balance. Changed enemy stat increase calculations. Changed Hero speed and starter items stats. Added Retrieve Machine Spawn Room (Machine for extracting loot)
Added base for saving global character Level. Added logic for gaining global character level.
Implemented character level save logic. Added character level to enemy power scaling. Updated items drop chance. Added character level progress bar to character stat screen.
Imported new segment floor assets. Updated test rooms.
Added Test Dungeon rooms and dungeon generator. Updated Dungeon generator with different enemy spawning number logic.
Added new material function for cutting out enviro objects between player and camera. Updated dungeon segment.
Updated Level 01 lighting. Updated dungeon segment with new assets. Updated Enemy Locomotion Settings. Created new depth enviro cutout mask (For cutting assets that are between the camera and player character).
Created depth fade shader and added it to global post process. Updated enviro assets. Updated dungeon segments visuals.
Added new procedural rules for generating more unique dungeons. Added new failsafe for incorrectly generated dungeon. Added nav mesh regeneration after dungeon generation.
Thank you for reading this Dev Update, and I will see you in the next one :)
Michael
