v0.8.0
Release Notes - v0.8.0 - Pre-Alfa II Bugfixes & Enchancements
Features
- Improved player damage tile: Enhanced the logic to detect collisions with damaging tiles, ensuring smoother feedback when the player steps on hazardous zones.
- Property drawer color ranges: Implemented color-coded range properties (e.g., for attack distance or chase distance) to improve readability in the Inspector.
- Added respawn zone: Added a new zone that automatically respawns the player to prevent them from getting stuck inside walls or off-limits areas.
- Redefined climb system: Introduced an auto-hold behavior if the player is in mid-air near a climbable wall, simplifying wall interactions.
Bug Fixes
- Enemy chase/player interaction: Corrected multiple issues where melee and ranged enemies would either fail to chase the player or get stuck, and ensured enemies resume chasing after taking damage.
- Projectile consistency: Adjusted projectile behavior (speed, animation, damage) for both enemy and player to maintain consistency and a fair challenge.
- Enemy Melee attack box: Fixed the melee hit box size being too large or offset incorrectly, preventing unfair hits on the player.
- Collider and health bar alignment: Resolved issues where enemy colliders and health bars were offset or misplaced during attack/idle animations.
- Ceiling climb prevention: Stopped the player from climbing through the ceiling inadvertently when close to certain ledges.
- Bounce force tweaks: Reduced melee bounce force to a more balanced setting, minimizing unintended high launches and collisions.
- Nav Mesh agent removal: Prevented NavMeshAgent re-initialization on enemies after respawn, optimizing performance and avoiding conflicts.
- Wall collisions: Improved handling of player/wall collisions to prevent stuck states and misaligned flips.
Other
- Refactor and cleanup: Merged various repeated variables and unified offset management for easier maintenance.
- Animation improvements: Tweaked framerate issues in enemy melee idle animations and refined attack/hit transitions for a smoother experience.
Tip
Certain class parameters have been refactorized into simpler structures, reducing overhead and making it easier to set up enemies for custom scenarios.
Full Changelog: v0.7.0...v0.8.0