Jason Saini - Project Manager, AI Lead, Gameplay Development.
Declan Carter - Environment, Graphics/Animations Lead, Gameplay Development
- Isometric Camera / Movement
- Dash Feature
- Win/Lose States
- Reward player with damage / health buff (they choose)
- Game Over Screen -> restart arena or debuff health / damage
- Fundamental Enemy AI Behaviour
- Ranged Enemies
- Melee Enemies
- Combat Foundations
- Implement Weapon/Appendage Colliders
- Tune damage dealt & received
- Iterate combat mechanics
- Boomerang throw (throw & recall hammer)
- Teleport to hammer
- 3 String Combo
- Graphics / VFX :
- Polished Animations
- Idle Ranged Enemy Animation
- Replace Combat Animations
- Tweak Dash Animation
- Polished Animations
- Particle Effects
- Sound FX, Music
- Ambient Music -> Combat -> Back to Ambient
- Enemy Sound Effects
- Damage Received
- Damage Dealt
- Chasing
- Player Sound Effects
- Running
- Damage Dealt
- Damage Received
- Boss Encounters
- OP "Big Bad"
- Follow Player
- Instant Elimination
- Final Boss Fight
- OP "Big Bad"