Features:
- New Consumable Items:
- Salt: You can drop salt on the ground, and if the ghost walks over it, it will leave a trace of salt where it goes. These traces are only visible under UV light.
- Quartz Stone: It absorbs the ghost's hunting energy, effectively shortening hunts and protecting the player. The stone gradually cracks and eventually breaks after repeated uses.
- Sage: Burn it and smoke the ghost, and it will calm it down for 30 seconds. During hunts, it will confuse the ghost and make it lose track of the player.
- New Menu: Map Hub:
- Provides a clear and dedicated menu for selecting the map and difficulty level before starting a new game.
- Displays all available maps in a list, allowing for easy browsing and selection.
- Presents a separate screen for choosing from a range of 16 difficulty levels, each with a description of its unique challenges.
- Expanded Difficulty System:
- Offers 16 distinct difficulty levels, ranging from "Novice Investigator" to "Master Guardian", providing a wide range of challenges for players of all skill levels.
- Each difficulty level affects various aspects of the game, including ghost behavior, environment conditions, player attributes, and scoring.
- Difficulties now customize the available equipment for the player.
- Improved Ghost Expulsion Feedback:
- When a ghost is successfully expelled, it now fades out over 5 seconds while emitting smoke particles, creating a more noticeable and satisfying visual effect.
- The ghost's breach also fades out, indicating its permanent departure from the location.
- Two distinct roar sounds now play during the expulsion, adding to the dramatic effect.
Fixes:
- Lighting: Several adjustments have been made to the lighting system to create a more visually appealing and atmospheric environment.
- Quartz Stone: The Quartz Stone's energy absorption rate is now adjusted based on the selected difficulty level, making it more effective at higher difficulty levels.
- Repellent Flask: The behavior of the Repellent Flask particles has been improved. They now spread more realistically, preventing them from clumping together or moving in an unnatural way.
- Hiding Mechanics:
- Players can no longer hide while carrying any items, preventing conflicts with other actions.
- The player's sprite now changes color when hiding, providing a visual indicator of their hidden state.
- Hiding now requires the player to hold down the "E" key for a short duration, reducing accidental triggers.
- Truck Journal: The Truck Journal UI now filters possible evidence more effectively based on the selected ghost type, streamlining the evidence selection process.
- Windows: Fixed a bug that prevented map tileset images from loading correctly in the Windows build, ensuring compatibility and a consistent experience across platforms.
- General:
- Addressed several warnings and clippy lints to improve code quality and maintainability.
- Fixed minor UI issues and typos in the game.
Features:
- Item Grab & Drop:
- Items are now dropped to the center of the tile and it checks for other items to prevent dropping items in occupied tiles.
- Deployable Gear:
- Players can now press
G
to drop the gear to the ground. F
will pick up the gear if there's space for it.- Gear continues to work while on the ground
- Players can now press
- New Sound effects:
- The ghost will snore, roar and more on different scenarios.
- The player will hear a loud heardbeat when the health is low.
- The backgroud music will fade out and be replaced by unsettling sounds when the sanity is low.
- Basic Spatial sound:
- Now the sounds will have a volume (not panning) depending on the distance.
Fixes:
- Increased overall brightness of the game.
- Ensure the torch iluminates the player itself.
- Fix player sprite to follow flashlight ilumination.
- Lower difficulty by making ghost a bit friendlier.
- Now torches have occlusion too.
- Prevent the ghost from re-hunting when the player re-enters location.
Features:
- Ghost Events:
- The ghost can now slam a door closed.
- The ghost can also flicker lightly the lights of the room.
- Hiding Mechanics:
- Player can now press
E
near tables, beds, and other objects to hide itself. - The ghost will be confused when hunting for the player.
- The player will need to press
E
again to be able to move.
- Player can now press
- Grab & Drop Items:
- Players can now pick up light items with
F
- While carrying an item they're slower, they can drop the item with
G
- Players can now pick up light items with
- Object-Ghost Interaction System:
- Introduced a new system that allows players to influence the ghost's behavior by manipulating objects in the environment.
- Objects are assigned hidden properties (
Attractive
,Repulsive
) that affect how the ghost interacts with them. - The ghost's roaming behavior is now influenced by the proximity and charge levels of objects.
- Players can provoke hunts by placing
Repulsive
objects near the ghost's breach and by removingAttractive
objects from the location. - Added visual glow effects to objects based on their properties and the active light source, revealing their influence on the ghost.
Maps:
- Updated University map:
- As we now depend on having objects, it was time to get an update to the big university map to add all sorts of objects. It looks pretty cool!
- New Tutorial: Glass House:
- A simple map where all walls are transparent so that it is easy to see, and players can learn the ghost evidences at their own pace.
Fixes:
- Lighting: Improved lighting system and see in the dark.
- Reduced difficulty: With the new object interaction system it was becoming much more difficult as there's more need to explore, so sanity loss and ghost rage was reduced. Temperatures now update in a more aggressive way to simplify tracking the ghost as it now roams much more.
Tools:
- Ghost Radio Tool: Added a console-based demo tool for testing and experimenting with simplified ghost communication.
Features:
- New tutorial for basic movement, doors, light switches and torch.
- Improved Pixel-perfect shader.
- Improved see in the dark view with additional exposure range and bluish tones to convey the sensation of a dark place.
- Added "ambient light" mixing mode for the shader for improved visuals.
- Sanity now slowly increases when outside or when the ghost is very far.
- Added NPC dialogs for use in tutorials.
- Auto-trigger NPC dialogs by proximity.
- New sprites and utilities to be used mainly by tutorials.
Fixes:
- Sort maps by filename in the main menu.
- Prevent van from auto-opening if far away.
- Do not animate player walking while the game is paused.
Features:
- Add Equipment description in Loadout UI on hover, also tracks the evidence status.
- Rearrange key help legend to fit the key info closer to the items that the keys act upon.
Fixes:
- Found and fixed the issue with bad WASM performance and stutter. It was related to Bevy's trace feature. It has been disabled by default. Now works on Firefox too.
- Prevent the player inventory in Loadout UI to wrap (WASM)
Features:
- Make WASM window smaller
Other:
- Fix UI issues after
cargo update
breaks the interface
Features:
- WASM version autodeployed from
main
branch
Features
- New Tab in Truck for Loadout that is now the default
- Able to select the gear the player wants to carry
- Limit the maximum amount of gear of the player to 2 hands + 2 extra inventory items
- Skip empty inventory slots when cycling
- Truck UI is shown when starting the game so player can begin by choosing gear
- Two extra disabled tabs added in Truck UI for future use
Other:
- Refactor Truck UI code
Features:
- Game UI rework to show clearly gear on left and right hand
- Next item to be grabbed by [Q] key is shown on screen
- [TAB] now toggles the left hand, [T] swaps left and right
- Vignetting added for health display, better visibilty
- Vignetting now also displays sanity to encourage players to go to the van
- Prevent flashlight from turning off when overheating
- Breach and ghost now slowly pulsate to make them more obvious
- Ghost can now warp long distances
Fixes:
- Typo on help for Ghost Orbs evidence
- Prevent Ghost range/hunt from being stuck high while outside
- Sanity now is no longer lost while outside of the location
- Added feedback on the "Craft Repellent" button
Changes:
- WASM support (with problems)
- Deployed WASM to https://deavid.github.io/unhaunter/
Features:
- Added main menu song
- Added two new maps (small house and school)
- Added map selector in main menu screen
- Added sanity system + added it to summary scoring
- Added ghost hunting mechanic + summary scoring
- Added evidence quick selector
- Record evidence outside of the truck
- Instructions visible on screen all-time, gear tied to evidence.
Performance fixes:
- Don’t draw invisible tiles
- Avoid updating UI / Texts if they don’t change
- Decoupled walking speed from FPS
- Optimized Temperature field update to avoid considering cells with no heat sources
- Optimized realtime light rendering to constrain checks to tiles nearby to the player
Fixes:
- Added sprite to prevent occlusion leak from top-left corner of maps
- Player sprite was being “colored” from old & new code which caused flickering. Removed old code.
- Camera / player sprite stutter fix
Other:
- Migrated from Bevy 0.12 to 0.13
- Added instructions to profile Unhaunter
- Lots of refactor 🙂
Initial MVP Release.