Todo
- Make rope tension consistent
- Double jump intro segments
- Combat intro segments
- Grapple rail constraints
- Stitch a few segments together and make a demo level
- Forward punch: Raycast towards thruster / points of interest
- Prism “cone arc” raycast to properly cut all targets
- Burning state for enemies + Have prism set things on fire
- Bug: Ladder flips movement direction when looking down 100% (360 degree something)
- Bug: Pausing disconnects grapple and breaks when resuming
- Bug: Soft clamber triggers immediately after jumping when going up slope (check vertical normals?)
- Look into global option at disabling postprocessing instead of whatever is being done currently (disable on camera instead of disabling postprocess gameobject - maybe that’s what’s being done already)
- Bug: XtremeConga plays if you save game after getting grapple hook - make sure it plays as oneshot and isn’t tracked by savedata - maybe add option in eventflow
- Bug: Cursor becomes visible when loading another level additively - might be due to second playersingletons appearing and immediately unloading
- Do minecraft-style “locked to ledge” when sneaking
- Bug: Controller look is framerate dependent
- Bug: Area name doesn’t always update when entering trigger
- Controller + WASD support for menus
- Player still receives inputs when console is open
- Movement system: Fix gravity not applying in edge cases
- Bug: Make sure to check for LOS blockers when raycasting for enemy
- Bug: Thruster now triggers sound twice (maybe due to player camera collider?)
- Bug: Heart icons don’t fill properly when dying, also don’t update to match health on scene begin
- Bug: Can’t re-grapple to enemy if grappled once before
Doing
- Grapple object intro segments
- Prism + rope splitting intro segments
- Instead of entering frozen state when pausing, do something different so the player’s state isn’t lost
- Bug: Slope friction doesn’t work in grapplegrounded state
- Confirm that grapple point prefab doesn’t need parent container
- PLAYTEST TOOLS: Level selector
- PLAYTEST TOOLS: Add “playtest mode” boolean to existing singletons
- PLAYTEST TOOLS: Stats tracker + firestore
Testing
- Refactor: Combine grapple object connections + ropeconnections into one solution
- Re-enable midair punch
- Check for autorun sequence pages after a page finishes executing / after savevar changes - some may be valid after state changes
- Bug: “Lunge” motion when punching can sometimes freak out - possible to clip thru walls
- Implement fail state
- Rewrite indecipherable clamber function
- Replace soft clamber with less intrusive step-up
- Bug: Grapple objects fall through floor at high speeds (increase rigidbody physics iteration)
- Bug: FOV problems when starting new game from title screen (matches save beacon fov at first, followed by other weirdness)
- Bug: NPC lookat camera Y-value
- Bug: Camera flipping backwards
- Fix horde enemy AI - “defensive movement” state doesn’t proc
- Grabbing + throwing grapple objects
- Thruster: Launch grapple objects and enemies
- Prism pedestal
- Restore grapplecube + draggable grapple object functionality
- Rewrite interaction system
- Improved elevator editor
- Bug: Toggling pause triggers twice(?)
- Grapple object puzzles / switches
Done
- Bug: Jumping during dialog re-enables movement
- Update grapple state to allow for puzzle interactions
- Elevator
- IMPORTANT: Set up addressables for quick scene loading
- Create class structure for level loading data and store in JSON files
- FMOD setup, trigger volumes for ambience + FMOD variables
- Treasure chests
- Fix Mouse look on elevators
- Split vine terrace into 2 smaller scenes