Gonna pseudo-devblog it in this thread for the game I've been building. This is mostly for my own benefit in tracking and organizing stuff, but I'm totally open to any kind of feedback or questions. For the time being, I'm strictly working on this alone (not counting my girlfriend doing art). The reason for that being that I just spent the past 6'ish years working with hundreds of other chefs in the kitchen and also because it's just easier for me this way + a personal challenge of sorts. CURRENT TO-DO [Scripting] High Priority: Create more skills/attacks (basic projectile, different melee attacks, etc) Create Friendly NPC class Implement start/end game wrapper (main menu & game over loop) Item & inventory system (investigate methods/assets to handle this) Test Save/Load system Start GUI work (use DFGUI for now - just do basic HP bar + name & level display) Scene Change Trigger Event (walk on area -> change to new scene) Low Priority: NPC Dialogue system (investigate unity store assets that handle this) Improve Player Controls & Physics (tweak collision and movement/jump feel) Improve Player Attributes & Level system (add more attributes, add unlocking event trigger on level-up) Improve NPC AI & Pathing (work on waypoint system and player detection, add more complexity/randomness to attacks and movement [Graphics/Art/Audio] Enemy NPC concepts Environment concepts Create some kind of shitty title / main menu screen Basic assets for GUI (health bar, inventory/menu window) Experiment with different shaders and lightning [Misc] Design advanced attribute growth / leveling system Start rough storyboarding of character & storyline progression Conceptualize more NPCs and items/equipment BACKLOG: Cutscenes (After Effects) Familiar/Pet Class Advanced GUI Day/Night Cycle & Weather FX Scripting [more shit goes here] COMPLETED: [Scripting] Player Character Basic Controls (movement, jump, and attack - tested w/ keyboard and X360 controller) Physics & Colliders (simple but works fine) Association w/ Skills, Factions, and Attributes Basic death trigger event (doesn't loop or include wrapper yet) NPC (Enemy) Physics & Colliders Pathfinding AI (circular wander along Navmesh w/ random idle durations + basic waypoint system) Detection AI (detects and attacks player based on configurable line of sight radius) Association w/ Skills, Factions, and Attributes Skills Base Skill Class w/ lots of configurable variables (targeting, distance, cooldown, etc) 2 test skills created (Player Melee Attack and Enemy Melee Attack) Attributes XP attribute created (w/ Leveling Experience Curve configurable from the Unity GUI) HP attribute created (triggers death event for Player & NPC upon reaching <= zero) Factions Base Faction Class (can be tied to NPC or Player, has Friendly/Neutral/Hostile matrix) Two basic factions created (just for testing NPC detection of player) Camera (third-person / top-down hybrid) follows player character + allows for limited tilt/zoom control in-game. Tentative Save/Load solution (not implemented or tested yet). Tentative Cutscene/Movie solution (After Effects render export -> Unity movie texture). Successfully implemented and tested cutscene trigger event in-game that switches to new scene w/ placeholder movie cutscene and then returns to original scene after done playing.