OS: Win
Language: English
Beat em' up side scroller.
Replaced 2D characters with 3D models.
Added stylized 3D character shadow, lighting, and materials system
Redid the animation and navigation systems for 3D characters
Redid existing animations from scratch in 3D.
Added remaining animations for the rest of Onyx and the Splicer Thug’s action sets.
Overhauled post processing
Revamped input system to handle combos and complex actions while maintaining low latency
Implemented the first iteration of Onyx’s combo tree
Onyx can now dash
Major camera system improvements
Added vertical parallax to backgrounds
Created an FX coordinator for easily playing and positioning visual FX
Added a character FX system (for creating attack and miscellaneous graphics)
Added knockback to combat (Onyx and enemies can be pushed by attacks)
Added the poise system to combat. Chaining attacks quickly will eventually knock an enemy down, instead of relying on RNG
Created a library of animation events to trigger FX, physics, sound, etc. from animations. This was previously handled by Spine when characters were 2D.
Stopped using Unity’s physics system (was both chaotic and overkill) and created an in-house system with more reliable results and better performance.
Completely re-tuned combat physics. It’s much less floaty now.
Animations now use a combination of baked and dynamic physics
Created AI framework for standardizing common behaviors, and quicker development of more advanced behaviors in future enemies
Created an “Actor Factory” for generating and recycling enemies to save on performance
Greatly expanded the development interface for editing enemy parameters, physics, and AI