Roadmap
Embersteel Patch Notes
Latest Version: rc-v0.5.0
rc-v0.5.0
New Features
Added new enemy: Chrono Crawler
Introduced Steam Powered Treant (Note: Currently buggy)
Added Steam Cannon and its first upgrade
Added Sprocket Mosquito and its upgrade (Note: Currently buggy)
Implemented a basic system for probability-based sound effects
Introduced Location State Machine
Added new sprites for various weapons and enemies
Added the Replicating Wisp
Added new enemy, Corrupt Glowing Wisp
Added simple upgrade shop in the lab for weapons
Introduced global Damage Mod and extra guards
Improvements
Visual improvements to status effects
Added object pooling basics to weapons
Created master controls for SFX and Music in FMOD project
Updated metaProgression and added some progression logic to the LocationManager
Added special, added cooldown ticker to equipment display
Finished special implementation for RustedCogBlade, added knockback
Major refactor of turnManager and Entity movement
LocationManager State Machine working and improved game state flow
Visual improvements to the special tracker
Made small changes to the typewriter timing
Update Radiant Forest and work on game balance
Visual improvements to weapon unlock system
Various balance changes
QoL improvements and balance changes
Added some dev keys for QoL and built 0.4.10
Added rules for how chests are created or destroyed in-game
Updated enemies to use object pools
Added Meta Cog Progression
Optimizations
Performed optimization testing
Initiated work on grid system for further optimization
Added EnemyCounterPoolManager and optimized Counter function
Bug Fixes
Fixed some bugs in weapons
Addressed issues with Treants and Steam-powered Treants
Debugged issues with Steam Cannon and its first upgrade
Fixed bugs for weapon and equipment managers where duplicate weapons were an issue
Fixed error when counters were not updated if entity died under certain conditions
Fixed bug with obstacle dictionary that prevented game from reloading
Fixed bug with Cog Door
Code Refactor & Audits
Refactored Electro Axe and its upgrade
Refactored CopperCogRecurveWithRapidReleaseGear
Finished refactoring Rusted Cog blade and Copper Cog Recurve
Began weapon refactor to use object pools
Added interface for game rules and refactored/audited a few more classes
Added Custom Debugger and audited TurnManager
Miscellaneous
Set up initial methods for handling game over
Shore up endgame logic
Cleaned up actions for restarting and endgame
Added Status Effect Manager
Added some test frameworks
Adjusted walls and added more improvements for doodads
Created a loading screen, fixed various movement bugs
rc-v0.4.0
New Features
Weapons & Equipment: Introduced new weapons including Quantum Lash and Electro Axe with corresponding movement algorithms and upgrades. Enhanced equipment display and added improvement ticker.
New Enemies: Added new enemy types such as the Gleaming Treant and Luminescent Fungoid, with specific balance considerations for waves 1-5.
Teleportation: Implemented teleportation mechanics to the stage.
Improvements
UI Enhancements: Multiple updates to Level Up Option Visuals, Equipment display, and upgrade tracker. Added equipment information and visuals to the user interface.
Weapon Enhancements: Refactored weapon systems and meta progression to improve performance and extensibility. Added RandomEnemy function.
Movement & Combat: Various improvements to weapon movement algorithms, including Electro Axe movement fixes and addition of Arc movement finder.
Bug Fixes
Bug Fixes in Weapons: Resolved a bug where weapon choices were not populating correctly in some instances and fixed a bug where Electro Axe would sometimes target incorrectly.
Offscreen Bug Fix: Addressed an issue where the Electro Axe could go offscreen.
Refactoring & Technical Enhancements
TurnManager Refactoring: Completed a significant refactor of the TurnManager, incorporating movement supports tweening and additional versions of the tick function for reference.
Serialization: Improved weapon serialization and constructed new data structures to support future development. Added functionality to serialize Enemy Data.
Save/Load: Updated SaveLoad functionality to support dictionaries, and made additional fixes to movement logic.
Wave Balance: Several updates to wave balance for enhanced gameplay experience.
Visual Improvements
Visual Polish: Various visual improvements across the game, adding to the overall aesthetic and clarity for players.
This release marks a significant update, introducing new gameplay elements, enhancing existing features, and fixing various bugs. The continued improvements in code quality through refactoring and serialization will support future development. The balance changes and visual improvements are aimed at offering an engaging and visually appealing experience for the players.
rc-v0.3.0
New Features:
- Intro Screen: Introduced a welcoming introduction screen to set the initial tone for players.
- Weapon Pickup Dialogues: After picking up a weapon, a dialogue box is now displayed. This provides players with information about the weapon, its artwork, and a choice of actions related to it. In-game controls are temporarily disabled during this interaction to ensure focus.
- XP Crystals: Players can now collect XP crystals to enhance gameplay dynamics.
- Spawn Patterns: Implemented basic spawning patterns including Triangle, Square, Circle, Spiral, and Pentagon. This provides a diverse range of enemy entry points to challenge the player.
- Upgrades and Pickups: Introduced an upgrade path for the CopperCogRecurve Bow, and added various other pickups to enhance gameplay.
Improvements:
- Weapons and Projectiles Refactoring: Significant refactoring of weapons and projectiles to streamline gameplay mechanics and improve codebase efficiency.
- Projectile Enhancements: Reworked projectiles to function as entities, introducing basic projectile functionality and addressing related movement issues.
- UI Enhancements: Added a title screen and a basic menu screen to improve the game's overall interface and user experience.
Bug Fixes:
- Gameplay Bugs: Addressed issues related to game movements and weapon functionalities, specifically with the CopperCogRecurve Bow.
- Upgrade Fixes: Resolved issues that caused game upgrades to malfunction.
- Pathfinding: Introduced pathfinding to ensure a smoother and more intuitive movement experience for players.
Behind the Scenes:
- Codebase Updates: General code cleanup, including removing non-functional speed attributes from weapons and resolving miscellaneous bugs.
Looking Ahead:
- Prepare for a major 0.4.0 update focusing on visual enhancements, narrative flow, dialogue improvement, and more.
rc-v0.2.0
Major progress on visual elements && lighting. Major progress on UIManager. Improve game state management and add weapon improvements and Weapon upgrades
+Lighting System and Improvements to the 2d Render pipeline
+Shaders
+Further optimization of the GameManager and EquipmentManager
+Dialogue System
+Weapon improvements working
+Weapon upgrades working (added velocity augment for rusted cogbalde)
+Playable introduction with 1st wave of enemies
+Basic balance pass on player and glowingWisp
rc-v0.1.0
Build core engine.
+CameraController && Basic Render Pipelines
+FMOD Integration and Basic Handlers
+Entities && controllers && basic AI (//TODO Pathfinding)
+Equipment && Powerup system
+Level Management(//TODO Object Pooling && Asset Streaming)
+UI Managers && simple elements
+Grid Manager
+Turn Manager 🆒 😎
Announcement: More Content Coming Soon!
Studio Priorities
Works In-Progress!
Focus
- Playtest & Polish Demo (v0.5.0)
- Launch Day Zero Marketing Campaign
- Create, Research, Develop, Promote
Game
- Finalize v0.5.0
- Build Academy Documentation
- Build Storefront
Story
- Design The Radiant Forest
- Design Protagonists & Antagonists
- Design Story Promos
Engine
- Design Open-Source Guidelines
- Release Contribution Pipeline
- Update Documentation