#10


# Devlog

## 2026-05-23

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# ๐Ÿง  WaveSystem Stabilization

- Fixed double enemy-death processing caused by projectile attacks

- Added `is_dead` flag to BaseEnemy

- Ensured `remove_from_group("Enemy")` is called on death

- Stabilized wave completion conditions

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# ๐Ÿ“ฆ SpawnSystem Improvements

- EnemySpawner converted to async spawning

- Added spawn interval support

- Added active spawn tracking

- Improved spawn_finished detection

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# ๐Ÿ’จ Enemy Spawn Presentation

- Added black smoke effect on spawn

- Fade-in on spawn

- Scale tween on spawn

- Disabled AI during spawn using `is_spawning`

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# ๐Ÿšช Escape System Improvements

- Black smoke effect on escape

- Wave counter adjustments on escape

- Squad disband on escape

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# ๐Ÿงน Enemy Removal Pipeline Refactor

Unified all enemy removal cases into a single design direction:

- Death

- Escape

- Wave forced cleanup

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# ๐Ÿงญ Steering Improvements

- Added velocity damping

- Added spawn zone constraints

- Added inward pressure toward center

- Reduced swarm dispersion

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# ๐Ÿง‘โ€๐Ÿคโ€๐Ÿง‘ Squad AI

- Investigated leader scaling issues

- Fixed conflicts between spawn animation and leader scaling

- Preserved original scale during spawn

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# ๐Ÿ“Š Current Status

Enemy group behavior is now mostly stable.

### Remaining Issues

- Enemy density tuning

- Circle formation refinement

- Broken state handling

- Leader death presentation

- Spawn anticipation effects

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# ๐ŸŽฌ Battle Presentation System Added

Added central UI presentation for combat flow:

### Features

- CenterMessageUI system

- Black bars + fade tween

- Wave / Battle / Escape presentation

### Flow

GATE OPEN  

โ†’ ENEMY COMING  

โ†’ BATTLE START  

โ†’ WAVE START  

End of battle:

WAVE CLEAR  

โ†’ BATTLE END  

โ†’ YOU SURVIVED  

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# ๐Ÿงฉ UIManager Expansion

- Added center message registration system

- Unified `show_center_message()` access

Now usable from:

WaveSystem / Events / Story / Boss / Zones

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# ๐ŸŽž Center Message Improvements

- Separated background and text tweens

- Added message_id-based cancellation system

- Improved timing consistency

- Fixed async overlap issues

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# ๐Ÿง  Key Insight

Battle presentation is not just UI —

it directly controls game pacing and player perception.

Especially:

- Pre-combat silence

- Enemy spawn timing

- Transition pacing between waves

These strongly affect player tension and engagement.

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# ๐ŸŒ EventSystem Integration

- Decoupled NPC / Gate / Wave / UI systems

- Added KING_TALKED progression event

- Wave events introduced (START / COMPLETE / ESCAPE)

Enables:

NPC โ†’ Event โ†’ Gate โ†’ Wave โ†’ World reaction loop

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# โš” Combat System Refactor (Chain System)

- Implemented ChainManager

- Added chained damage system

- All attacks now support chaining

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# ๐Ÿ—ก Slash System Improvements

- Added homing slash behavior

- Added hit-scale feedback

- Implemented chain slash propagation

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# ๐Ÿ”ฅ Fire & Lightning Chain Support

- Fireball: AoE + DoT + chain support

- Lightning: bounce-based multi-hit system

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# ๐Ÿงฎ DamageSystem Unification

- Unified all damage processing

- Integrated ChainManager into damage flow

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# ๐ŸŽฎ Player Adjustments

- Added forward impulse on attack

- Improved โ€œattack weightโ€ and motion feel

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# ๐Ÿ’ก Gameplay Feel Improvements

- Dense combat is now more rewarding

- Chain system reinforces crowd combat satisfaction

- Core loop is becoming clearer: โ€œgroup โ†’ chain โ†’ collapseโ€

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# ๐Ÿ“Œ Next Improvements

- Chain UI polish (screen pop, glow, shake)

- Chain multiplier system (damage scaling over 10+)

- Improved attack weight / inertia tuning

- Lightning chain acceleration

- Enemy density balancing

Files

sora.zip 35 MB
16 days ago

Get SORA - The Lost Kingdom of the Magic Sword - Prototype Ver-

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