Roadmap
December 2024 - V1.7.0 (IN DEVELOPMENT) - Last Updated 01-Dec-24
Added brand new persistence bool to all managers so you can specify if you want to keep managers / singletons between scenesAdded null checks for Examine, Flashlight, Keypad, Phone, Fuse box, Safe System, Valve SystemAdded isPlaying & FadeOut to audio manager for easier usage for system
Main System Re-write:
Basic item collectable interactions use an Interface so an event driven approach for all inputs, making systems work more fluidly, when not lookingAKInteractor now handles all basic input logic for looking, button pressing, holding and item name highlightingAKItem is now re-written to use an Interface so it can all be event drivenMake sure all AKItem / GeneratorItem editor works
AKItem:
Make note popup when the player chooses Examine System as the system type: "Please make sure you have the ExamineItem script attached and set the system within that to the system you're wanting to pickup
Make sure we use inputs from InputManager
Generator System
Split this into separate scripts like others?
Add null checks
Convert all to TMP
Added new audio effects to the systemAdded brand new looped generator filling audioAdded brand new jerrycan pickup audio
Changed UI design for generator inventory to be more professional and en keeping with other assets
GeneratorItem script Improvements:Fuel barrel can now be set to unlimited usageMade sure collected Jerrycan updates inventory fuel as it didn't work as intendedAdded brand new functionality for being able to turn the generator on and off on the keypressAdded a new audio for looping and sound pouringAdded functionality to fill the generator over-time using a long keypressAdded new fillrate field for customisation
Gas Mask System:
Updated GMHealthManager to match v1.4 of the single asset which includes new optimisations, new ways to control health and split into helpeful methods for more consistencyRenamed Visor UI to "UI - Gas Mask Visor Overlay" for more consistencyAdded null checks for all Gas Mask UI and other UI manager related elementsRenamed all Gas Mask related inventory elements
Convert all text UI elements to TMPEdited the AKUIManager to reference this change for TMP
Emblem Key System:
Added null checks for all UI elements
Valve / Pipe System:
Added null checks for all UI elements, including arraysRenaming ValveSliderContainerUI to best match other elements of the systemRemoved the CanvasGroup from the progress container and optimised the code to disable the object rather than using the group
Safe System
What about big interaction collider over SafeModel and when the door is opened, that is turned off and the main body colliders come on?
Fixed an issue where safe UI numbers didn't update on the next tumbler press (Visual bug rather than anything that stopped the system working effectively)Created brand new single colliders around the skeleton of the safe, so interactions for items can be used within the safe (When opened) - Large colliders won't get in the wayCreated new input name toSafeCloseKeyand added to input manager scriptRenameSafe Modelreference in Safe Controller / Trigger to Safe InteractionRemove collider fromSafe - Modeland added toSafe - DoorRenamed all UI elements to be consistent with other systemsUpdated all UI elements to TMP
Created a new parent for Safe UI for easier disabling
Fuse Box System
Added null checks to UIManager script to avoid missing reference issuesConverted UI elements to TMP
Keypad System
Updated Keyboard Sci-Fi UI elements to TMPUpdated Keypad Sci-Fi elements to TMPUpdated Keypad modern UI elements to TMPRenamed all UI elements and organised for better debugging
Updated UI manager to reflect TMP additionsAdded null checks for all fields related to keypad system
Phone System
Updated Mobile phone UI elements to TMPUpdated Payphone UI elements to TMPUpdated Office phone UI elements to TMPRenamed all UI elements and organised those for better usage
Updated UI manager to reflect TMP additionsAdded null checks for all fields related to phone system for easier debugging
Flashlight System
Probably get rid of Base class for flashlight? Just make custom editor for it?
Make sure flashlight battery doesn't decrease when inside inventory?
Converted Flashlight battery parent UI text to TMPRemoved some raycast targets on the UI to avoid interaction issuesYou may pick up multiple batteries initially if theflashlight controllerhas more than 0Battery Countat the start. Fix this by adding 0 to this fieldFixed an issue where the flashlight wouldn't appear in the inventory even if the HasFlashlight bool was checkedAdded null checks for UI manager
Examine System
Make sure Highlight is removed
Edited Basic & Right Sided Examine UIExpanded parent UI element for better usageRecreated all text elements to TMPRenamed all elementsAdded TMP to Empty Close Button UI elementsRenamed and TMP added to Examine Help Panel UI elements
Changed the UI Manager now references the TMP type textFixed all font style issues when converting to TMPChanged Interaction naming to Highlight name for name highlight systemAdded UI debugs to UI manager for examine system
APK Support Hub Fixes
Rewritten APK hub descriptionAdded Write Review button and re-arranged button layoutUpdated header image for V1.7Added a newDont Open Automaticallycheck box so user can choose to stop this opening automatically but still open viaWindow > Adventure Kit Support Hub
Documentation Updates
Which UI objects need to be disabled by default at start for all systems
AK - Phone Canvases
All individual canvases needs to be disabled by default
Comments for more scripts and in-depth information
Mention new FadeOut for audio manager as seen in GeneratorItem
Add more details to where inputs are located in each script
Safe System
Mention that if you rename any objects (Door / Handle) this will cause animations to be lost on the models
Mention Safe Model has animations
Mention Door has the AKItem & SafeItem
Inventory Canvas UI - OFF
UI_Left_ButtonContainer - ON
All items inside - OFF
New Additions:
New Demo Scene
Add object inspection text descriptions for objects as required
Keycard System
Improvements:
Change logo for APK starter message
Make sure all UI elements have (Start Disabled) if they're required
Always make sure all UI elements have a container, rather than disabling the entire canvas
Check UI Manager and make sure all true/false visible checks are optimised
Check all systems to make sure they have all UI elements in CheckField
Check all systems to make sure they have the correct tag and layers
Check all systems to make sure they have correct highlight
Add new UI design to the text highlight
Add button prompt
Add new button models to interactive door
Make sure all systems have good input names and look at references for trigger (Like safe system and disabling the prompt when we might still need it)
Merge trigger event functionality?
Make sure these all share the same input
Add print note to disable manager
Make sure all systems have a prompt that appears so you can understand how to close
Add an "X" button to the inventory menu
Combine keypad & phone system together in code?
Make sure all separate system manager have persist code
Check all scripts for useless code or comments that aren't relevant
Make sure all SystemItem controller scripts use the same naming convetions like ItemType or SystemType
Add CanvasGroups to Canvases for easier understanding and smoother transitions
Maybe create fade for all UI's?
Note System:
Update to V2.0
FPS Character Controller:
Add Simple FPS Controller
Add crouching
Add Jumping
Jumping sounds
Add sprinting
Footsteps sounds and functionality
Add camera zoom
Take slopes into account
Add Physics Objects Movement
Final Exporting
Add separate .Unitypackages for each pipelines to make installation easier
Test each pipeline against documentation
Promotional:
Create brand new trailer: Example
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V1.8 Update List:
New Additions:
Door Interaction Kit
Input System:
Add functionality for new input system (Create tutorial in documentation and mention in description)
Recreate Third Person Controller functionality:
Make sure this scene uses the newer Unity TPS controller
Inventory System:
Brand new inventory system with 2 tiered functionality
Add title and description in a space relevant for each object in inventory
JSON save system
Last updated