Basic damage number animation. The effect is not quite right, needs some tweaking (issue #24)
Removed the attack speed (issue #29), needs to be compensated with a cooldown for all skills.
Fixed issue #32 - Incorrect object was linked in the Editor
Showing level progress (issue #25)
Drag & drop of skills on the last level (issue #37)
Refactored the whole EndScreen Script(s) to separate the responsibilities better
Tweak of minimum cooldown (issue #38)
Special background for boss fights
Boss fight!
Way too strong for now, since the player has no way to reduce the damage inflicted to them, nor healing capabilities
Dragged image sometimes in the way, thus preventing a drop.
Dragged image sometimes in the way, thus preventing a drop.
Boss is issue #40
Merge branch 'master' of https://github.com/sebastientromp/Neco-Project
Fixed another bug for drag & drop. The dragged image position now doesn't depend on the screen size / resolution anymore
SkillDetails had been deactivated by mistake on the LevelClear scene
Game Over screen now allows to go to the standard level or to fight the boss (issue #41)
Added a background to the various scenes
Added victory screen after boss. For now, allows only to restart the game (at least player is not blocked on the screen)
Externalized all scene names to constants. Needed for me to easily spot where we load the level directly, when sometimes we may want to display the "level introduction" screen first
Random selection at the beginning of a level (issue #33)
-> Added another scene before the dungeon start to recap what random elements have been picked
-> Enemies are chosen at random (though only the skin is different now)
-> Boss is chosen at "random" (only one possibility, but easy to add more)
-> Nothing is done for skill attributes. It displays question marks
-> No randomization of algorithm, though everything is in place to add new ones
Some nicer assets (more transparency) and they new appear below the enemies, so that you can still see what happens
Created the skeleton for enemy behavior, with a default implementation that is the same as before
Possibility to go back one level on game over
Showing damage taken by the player
Added enemy skills. First skill is for the boss that inflicts DotCondition
Handling of Damage over Time (for now only to the player)
Merge remote-tracking branch 'upstreamseb/master'
Lowering a bit Nephalem's strength

Decreased HP to 150, damage to 10.