And here I was thinking that I will get out of Enviro work soon :) So more Enviro and procedural dungeon generation updates this week. But I also managed to squeeze in a huge performance update that hopefully will neutralize performance spikes when enemies are being loaded in to the game.
Updated all dungeon segments collision walls to block player character. Updated dash logic to include selecting destination spot even on a slope. Updated Hero special attack to be destroyed when colliding with walls.
Added elevation consideration for Spear enemy dash skill. Added rotate in place reset for Watcher and Spear enemy while using skill. Added debug dungeon segments teleport. Changed some skill and items collision type.
Changed Depth fog to the previous global fog system. Added enviro global color change for certain materials. Created new set object assets for procedurally adding them to the environment (further increasing it's "randomness"). Updated global lighting. Updated enviro cutout shader.
Added slots for additional procedural enviro asset spawns. Updated dungeon generation logic for new additional assets.
Added new hit sounds. Updated Dungeon Generator with random rotation for specific assets. Changed XP needed per level up. Changed random Item stats range. Added new Enviro assets. Changed skill animation speeds.
Added new audio hit sounds. Added Decal procedural generation logic.
Added new Decal type objects for procedural dungeon. Added new decal assets.
Optimized dungeon decal objects. Added new decal assets. Added new wall decal placing rule to dungeon generator.
Added decals to all Dungeon Segments. Added new Enviro particles. Updated Decal Objects.
Changed actor type from pooled actor to normal actor for collectible items.
Created Base for all enemies to be Pool based (Performance). Added Pool spawner to dungeon generator.
Updating Pool Enemies logic and reinstating them back to combat with proper values reset.
Updated Default Enemy Blueprint type to initialize outside of Object Pool for Boss Enemies.
Updated all enemy Stats after Change to Pool Objects. Changed Dismemberment logic.
Thank you for reading this Dev Update, and I will see you in the next one :)
Michael
