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

Abandoned