Thanks everyone who is here! And here is the actual dev log. These are some most valuable things have been done during last few weeks. We are going to try post reports like this every week.
* New combat system was designed. Actually this is 4th or 5th iteration each was implemented, tested and thrown away as boring.
* Enemy frame now can contain up to 3 enemeies. Each enemy is awared of the active pack. This is made for the future implementation of interactions between enemies (like defending mage or healing others). So no more blind clicking on a single enemy. This also make possible to introduce control skills or items (with single enemy this is stupid).
* Enemies no longer auto-attack. Instead they have telegraphing before performing a series of attacks. Player chooses which enemy to attack or block at the moment.
* Imp and Hero now have separate stamina. Hero stamina is spending on attacks and combat skills. Imp's stamina is speding on blocks and magic.
* Left mouse button performs simple attack, strong attack (hold for ~1 sec.) and special move (strong attack when special move is ready).
* Right mouse button performs a selective block when being hold. Block (which is cast by the Imp) has target and blocks attacks from this target. This skill depends on the offhand item and variation will be added in future like a freeze-block, or channeling life-drain.
* Hairy midget throws daggers from time to time. These daggers fly linearly and pretty slowly and can be repelled by a single attack. If reaches the Hero he wil suffer from a small blead effect.
* Bald midged throws flaming flasks by arc with random force. It is really funny to watch they trow and miss this flasks like idiots
. This flask can be destroyed by attack as well but it's a little bit more tricky.
* Added some interactive elements to the dungeon background. It is a blazer with flaming embers and a skull on a rope. Blazer can be dragged and hit so embers will fall and burn somebody. Hero as well
. Skull on a rope can be dragged as well and the rope can be cut with attack so the skull fall and explode with a cloud that causes stun for some time.
* Combat text is reworked. Now numbers a lot more prettier and can react on a big damage (like 2 times of the average player damage) - numbers will be bigger and thrill. This looks really satisfying! Previous version was implemented using low performance OnGUI, but now it is done with a new Unity UI which is much better.
* Along with the combat text changes we finally made the possibility of shouting some phrases for enemies.
Dev-build of the blazer (will be re-drawn later):
Phew.. This is one big report)