Changelog
This week has seen a lot of lengthy changes, which have taken more of my time to properly execute… but it’s been worth it. The level can now be complete, and a pause menu/list is now in place! Now I need to focus on adding in animations, and fixing any lingering bugs that remain.
Changelog:
+Implemented a pause system for the game.
+Made several item variables more accessible.
+Implementing a scrolling system for the player’s list.
+Modified item data to make all key attributes accessible for value checks.
+Created functionality to make a dynamic Item list system, which records all of the items the player needs to collect.
+Updated pause functionality to show/hide the player list.
+ItemManager variables made more accessible for UI purposes.
+Added functionality for the list to count how many items/events the player has collected and is required to collect.
+Implemented Mall Directories throughout the level.
+Fixed an error that made the ListManager singleton reference non-static.
+Modified the ListManager so that it updates only upon being enabled, and not constantly.
+Overhauled the UI message system to enable for the possibility of multiple different message types.
->Created a new, important message object for messages such as when you’ve found enough items/events, and when you are able to finish a level.
->Modified numerous scripts that make use of the UI message system to work with this new system.
->Modified the ItemManager to make use of this new message object.
+Implemented an interface indicating an object can move to various moving objects, so that key objects that should detect movement can do so.
+Created an object that can notify the player of something when they come in range of it. Used to notify the player that they can’t leave the level until they get enough items on their list.
+Implemented full functionality to inform the player that they can clear the level upon finding enough items/events on their list.
+Increased the stun time of NPCs tripped by the player, and increased the time an enemy can be knocked out after being tripped too often.
+Completed sliding door functionality for the mall entrance doors. Added colliders to the sliding doors.
+Added several more instance of two of the items to the scene.
+Created Level Complete functionality that ultimately restarts the level (restarting is for the purpose of this prototype.
+Moved several coffee kiosk stools back, and spaced them out so that the player doesn’t get stuck in them
+Put Notifications on a new Canvas layer, so that they appear below everything else in the UI.
+Moved the trashcans away from the walls to make the area more navigable, and added more of them to the mall