Behind the scenes: data-driven everything
A big restructure: weapons, projectiles and characters become editable definitions.
A run of behind-the-scenes work between features, and one of the biggest changes so far.
Definitions instead of tables
The original data used to be turned into code. Now every weapon, weapon type, projectile, player class, armor piece and gallery entry is its own editable definition in the project. Weapons and projectiles read nearly all of their values from those definitions, so tuning a weapon means changing its data, not its code.
Tools
- An in-game debug console with commands, for example to show projectile paths.
- An animation debug window for inspecting what a character is playing.
- A weapon and projectile browser that lays out every weapon and projectile side by side with its stats.
- Prefab builders that create weapon and effect prefabs from their definitions.
Every weapon, first pass
With all that in place, every weapon, projectile and effect got an initial pass. Each one has a real model, a projectile, effects and data. The Druid’s timings were checked against the original down to the crosshair spread.
The player setup was also reorganised and a lot of dead code from the template was removed.