November 3, 2022
Alpha code is due tonight and I have implemented a ton of features over the last week. I’m going to keep this journal to brief points and not bother adding gifs as today is a busy day with finishing alpha code, writing the design and playtesting docs, making a poster, and preparing for tomorrow’s presentation.
https://www.youtube.com/watch?v=KXHM_OhxiNQ
Add functionality to the link puzzles— they are generated randomly by defining which tiles flip which other random tiles, then starting with a solved state and performing 50 random moves. Then, we continually perform more moves until we reach a state where the puzzle is neither solved nor can it be solved within any one single move.
Change the waterfall effects to a particle system that looks more like falling water, as well as refining the foam effect

Improve the sword slashing particle system effect
Make prefabs of all environment objects so they are generated to the game on the fly and nothing is in the scene in terms of environmental objects by default— will be important for switching between levels later
Add UI elements for the act title, enemy level, and more
Add new type of enemy: Nightmares, which charge at the player and slash with a cooldown


Add queue for waves of spawning enemies defined by the x position trigger in the game world
Add effects for pillars that spawn enemies


Add framework for Runes: rune definitions, costs, randomization, rune maps that define which players have runes, etc.
Implement 8 different kinds of runes for Alpha code: vitality (max health), evasion (roll speed), fury (bonus damage at low health), fortune (improved luck), hemorrhage (bleed enemies on-hit), resolve (increased hp regen), vampirism (heal on-hit), and collection (passive currency generation)
Add a boss zone that locks and unlocks when all enemies are killed
