- 🎉 Street level added
- 🎉 Into level added
- 🎉 Item menus
- 🎉 Prey escape logic
- 🎉 Add Zombies type
- 🎉 Level factory
- 🎉 Overlays for item hover
- 🎉 Complete refactor
- 🎉 Pathfinding with enemy able to destroy doors
- 🎉 Level factory
- 🎉 Overlays for item hover
- 🎉 Complete refactor
- 🎉 Pathfinding with enemy able to destroy doors
- 🎉 Lighting engine and types
- 🎉 Random level generator
- 🎉 Item manager
- 🎉 Cutscene manager
- 🎉 Level engine and types
- 🎉 Level boot loader
- 🎉 Trigger manager
- Large scale performanse and cruft removal 🚀 ❇️
- Add Lighting types and effect
- Add Camera engine
- Add Tween engine
- Add Track(sound) engine
- Adopted _ for private functions
- Add new lighting engine 🎉
- Add Melee and Range weapon management
- Removed large amounts of unused code 🚀
- Add arcetype Archer with full logic 🎉
- Add Melee and Range components
- Add many heplers and removed large amounts of cruft
- Restructure to folder structure into layers
- A number of performance increases reducing the load on tickers
- Large refactor 🚀
- Added aiming line visuals on readying an arrow
- Removed constructs for creating entities
- Added view and utils layer
- Add better inventory management system (still a long way to go)
- Add item for each player section
- Add item extraction
- Add basic user create
- Add basic user find by password
- Add database ability to do the above
- Add basic item find and refactored interface
- Refactor:
- animation management
- keyboard and mouse interactions
- bring the player into the mixin structure
May not looks very pretty but an important landmark for the engine
- 🎉 Full predator/prey system that can freely scale
- created more detailed inventory system
- complete refactor of how characters are constructed to make them very flaxable
- added basic damage from predator and equiping weapons
- added useful timer functions
- multi-prey pathfinding (lines show paths run)
- sprite direction and waiting states
- created prey inventory management
- created a consolidated maths function
- basic prey inventory
- basic item management
- basic death management
- basic predator/prey pathfinding logic
- basic multiplayer server side location
- basic state management for hunger/thirst/sleep...
- replacing tween management system
- creating testing functions for ease of development
- major refactor (on-going)
- auto-generating captions
- server-side inventory management (basic)
- cutscene npc models
- cutscene fade-in/out
- cutscene sprite movement abstracted
- large refactor and performance increase
- dialog for characters
- container UI
- HUD for player
- level loading
- OOP and models for most elements
- basic inventory management
- pathfinding
- raycasting
- basic mask lights
- tweening on path