Submissions from 2018-01-06 to 2018-01-07 (2 total)

Today I added some plumbing to allow AbilityVisualizations to communicate exactly when to invoke the recipient's OnHit effect via animation event. The mechanism also is exposed to non-animation based AbilityVisualizations, such as shooting a projectile. Speaking of which, I implemented a new AbilityVisualization sub-class for projectiles attacks, and re-used the 1 existing projectile prefab I had. With these changes, I've finally re-implemented all the functionality I had a week ago, in a much more generic and reuseable way.

This GIF isn't really anything new, but it shows that everything is back. The 1 new thing is a player melee attack visualization that uses the GoToAndAnimate visualizer like the Blob. Except, in this case, there is no animation configured, so it just instantly returns. Neat!

Oh man, I'm getting more and more unproductive - I think I havent planned enough so I'm going to spend some time planning and writing down what I need to do, then ordering it after priority

Nevertheless I implemented some gameplay elements, an ingredient has a concentration and can now have multiple effects, these effects have a concentration at which they work the best and so on :)

See the changes here:

https://github.com/Papiertig0r/Alchemy/commit/6387...