Concepts
Nimfinn and levels
A small world assembled from the pieces of old mythology: moors, enchanted forests, crumbling ruins, fog-bound coastlines. The creatures that live in it are tied to stories that are slowly going quiet, and your role is to tend both. You're brought in to keep the world running, which in practice means exploring it, finding the creatures within it, and raising them with enough care that they're still there to be found.
The creatures change over time, and the system behind it runs on its own terms. There's no counter, no progress bar, and nothing in a menu telling you how close anything is to becoming something else. The changes happen when they happen. Noticing them, and working out what brought them on, is the point.
The tone sits in melancholy more than adventure. The world is beautiful and the work is worth doing, and the game is closer to myth than to fantasy: built around discovery, patience, and the cost of forgetting.
Brought to you by Classic Niall
Concepts
Nimfinn and levels
Asset list
Updated GDD
Makes it cleaner, and more consistent
I'm not even sure
Formatting
Edit Art & Audio Direction.md
Updated Decay to Void
Add Poetry.md
Edit Archive-Keeper.md
Updating Docs
Generated files
Updated Docs
Updates to Docs
Docs
Calc spreadsheet closed
Wild Pet Stats (0.8.1.3)
Update the UI (removed statuses; emotes later)
Battle System: UI (commands coming later)
VFX
Boomberang sprite
Some updates
Hide enemyBattlePet UI
updateBattleUI uses floats now for Charge
Battle System UI: just need to float charge so it's smoother
Updated Battle screen to have UI gameObjects
Fixed open button in HUD issue
UpdateUI called when using Item outside of battle
Updated Battle scene UI
Added disabled button colour
Removed Debug
RNG AI Pet Commands
Flee and Defence chances
Flee Chance power of mulitplier
Defend lasts until attacked or new action
BattleSystem: Completed, bar UI
Added lv5 stats
Just prettyfying things
Cleanup the code a bit
Can now use Items
Set health to 0 when dead
Update UI on Battle End and HP check
Update UI for Energy after Battle
Removed Debug.Logs
Attack uses En, and OnEnable for multiple battles
Can now end battle and despawn. Also, make sure that the battle pet is ally and not player (don't know how it changed back).
PetBattle Commands: Attack and Defend
Removing gitignore files from repo
Gitignore IL2Cpp build stuff
Library added to gitignore
A whole bunch of things, but battle command buttons go back to petbattle script
Updated project
General commit from something... I don't know
Some bug fixes
Just some tweaks, and odd Curl error 51
General commit and push to keep up to date
Updated Walker to include Collision2D for colliding with other gameObjects
Got some buttons in there for battle "commands"
Started the Battle stuff
Explore Map -> Quick Travel switches scenes
Script and UI tweaks and show/hide prev/next buttons
All the scenes are designed - two more menus to do and 3 screens, then script them all up
Inventory System done in full! Well, got to add items in-game, but that can come later - next, erm, Interact? Explore?
Inventory page now goes back if using the last item on that page, and defaults to page 0 if there are no items in Inventory
UpdateUI works when Using Items. Issue is with loading the "prev" page when using last item on page
Pagination in place - needs to change page when last item on page is used
Loop through the first "page" of the Inventory. Need to add page buttons, and rules if on wrong page
Fixed InvSlot scaling issue - SetParent false fix
Made Inventory Item Slots interactable - basically they can be used now
Increasing Stat works, can in/decrease them at will, as well as Levelling system
IncreaseStat->Exp
Erm... IncLv, IncStats, GenExp and IncTotals to do - see Trello
UpdateUI for Exp working - needed capitalised Stat name
Excluded EXP from IncreaseStat->UpdateUI
Changed [state]Exp to "experience"
CheckTotals method now working
I cheated. CheckTotals is currently mixed into Awake. Need to work out totalStat on level up.
UpdateUI and IncreaseStat are now working in general, but Exp and Lv need their extra functionality, as well as totalHealth and totalEnergy
Updated the UpdateUI class
Created IncreaseStat class - can now pass stat and value and it does magic. Needs more work for totalStats, EXP, etc., and also test all the stats
Added UseItem method - currently ouputs the effects - need to make tweaks to the stats/Stats and how stats are affected
Removed if slot exists, and now clears Inventory Grid before rebuilding from Inventory List
UI done - just need to limit to 18/pagination
Adding Prefab to Menu
Inventory System - all up to date, just need to work on the UI
Can set Items in Inventory with GenerateStats, and can view Inventory with ViewStats
Player Inventory created; can add Inv ID/Count and Item ID to a list and save/load that list
Has an Item Database system - next, Player Inventory
Added CheckTotals method for stats with a total amount (HP/EN)
Cleaned up the code a bit
Updated UpdateUI and Stats setting
Organised files
Optimised scripts - functions.cs is no more
Functions into own files - separate, but needs optimising
Updated UI bars to reflect changes
Menu and UI
Updated the GenEXP formula
HP/EN increase - may need tweaks to amounts later
ATK, DEF, SPD now update correctly
Fixed the bug - it was adding all the stats together
Tried increasing Stats when levelling up, but seems to be some sort of memory leak, as it is causing errors when looping
Battle Stats as List (start)
Battle Stats as Dictionary
Battle Stat increase on Lv+
Added GenerateStats function, and GenerateExp function to randomly generate exp on level up
Just some testing
Current Exp cannot go below 0, and removed some Debug Logs
Tested out currentExp > needExp overflow
Exp and Level up on thresholds
Added the exp-levelling system in spreadsheet
Updated GetStats script to pull stat values for all the Stats Menu UI
Added ChangeMenu script to other menu items - issue with btn_Close is when coming BACK to the menu (needs resetting?)
Added ChangeMenu script to allow Main Menu items to change the menu - issue with the close button transitions
Tweaked CloseButton script to Update CurrentMenu
Close button now closes menus but but with reopening
Added Close Button script - button now closes the master Menu
Opening and closing Menu affects child menus - i.e. Main Menu opens first, rest are hidden
Set the lower limit for Health/Energy to 0
Maxed out Health/Energy to totals
Streamlined Health and Energy functions
Streamlined some code to make stat increase simpler
Updated the UI to suit design
Cannot transition with time frozen, and getting a smooth tranistion is a nightmare anyway
Added button FA icon colour change on hover
Stats menu with FontAwesome
Can open/close main menu
Updated Unity and Project
Misc files, assets, etc.
New scene texture assets
Updated scripts to be more organised
Just some Library stuff
Some level design concepts
Basically set up all the stat stuff
Basic UI done
Pixel Pets 2D
Remove Pixel Pets 3D
Refresh on project