# NYX Godot Prototype Changelog

## 0.6.15 - Input And Readability Fix

- Moved player ability input to `_input` so HUD panels do not swallow left-click Night Lash.
- Softened enemy readability rings and moved them under enemy feet instead of over the character art.
- Removed the Shade top marker to reduce visual clutter during swarm fights.
- Replaced the arena `ColorRect` backdrop with a Node2D polygon backdrop for more reliable full-scene coverage.

## 0.6.14 - Enemy Readability Pass

- Added wave-specific objective text so each enemy introduction is clearer.
- Added color-coded enemy readability rings for shade, archer, knight, and Phlegyas.
- Added small role markers above enemies to make archers, knights, and the boss easier to identify mid-fight.
- Raised enemy health bar drawing order so health stays visible over the reference sprites.

## 0.6.13 - Enemy Reference Sprites

- Added reference-based gameplay sprites for Oathless Shade, River-Bound Archer, and Censer Knight.
- Hid primitive enemy body and eye shapes when reference sprites are available.
- Kept enemy weapon/readability accents behind the new sprites for prototype silhouette support.
- Moved non-boss enemy health bars higher to clear the taller artwork.

## 0.6.12 - Readability And Window Scale

- Increased the game window override size to 1600x900 while keeping the 1280x720 internal layout.
- Added explicit larger font sizes for gameplay HUD, title screen, boss banner, and victory screen.
- Expanded HUD and title panel bounds so larger text has more room.

## 0.6.11 - Phlegyas Reference Sprite

- Added the first Phlegyas gameplay reference image to the Godot project.
- Replaced the boss placeholder body with a large Phlegyas sprite.
- Added a purple boss aura behind the sprite for readability.
- Moved the boss health bar above the taller Phlegyas image.

## 0.6.10 - Demo Pacing Pass

- Reduced early wave enemy counts so players can reach Phlegyas faster.
- Moved early enemy spawns closer to the arena center.
- Reduced shade, archer, and knight health for a faster demo flow.
- Increased Night Lash, Crown of Dread, and Starfall damage/range.
- Added `B` as a prototype boss-test shortcut after the run starts.

## 0.6.9 - Reload Warning Cleanup

- Replaced the relic glow infinite tween loop with a long finite pulse.
- Cleaned the unused Starfall origin parameter warning.

## 0.6.8 - Sound Placeholders

- Added generated placeholder WAV sound effects for start, dash, attacks, hits, hurt, boss entrance, boss attacks, and victory.
- Added a lightweight runtime SFX helper in the main scene.
- Wired sound cues into core player abilities, enemy hits, Phlegyas entrance, boss attacks, and the victory moment.

## 0.6.7 - Title Start Input Fix

- Moved title screen start handling to `_input` so UI panels cannot swallow mouse clicks.
- Hid gameplay HUD elements while the title screen is open.
- Restored gameplay HUD after the demo starts.

## 0.6.6 - Victory Screen Polish

- Reworked the boss defeat screen into a clearer end-of-demo victory panel.
- Added final level and score to the victory screen.
- Added stronger First Name Fragment story copy.
- Added purple victory rings and sparks when Phlegyas falls.

## 0.6.5 - Phlegyas Entrance

- Added a dramatic Phlegyas entrance banner.
- Added a short Ashen Gate tremble beat before the boss appears.
- Added purple shock rings and sparks for the boss arrival.
- Delayed boss activation until the entrance moment finishes.

## 0.6.4 - Movement Unstuck Fix

- Made WASD and arrow movement read both input actions and direct key states.
- Disabled player body-block collision so Nyx can escape enemy swarms.
- Put enemies on a non-blocking collision setup while keeping their distance-based attacks.

## 0.6.3 - Purple Underworld Arena

- Shifted the Ashen Gate arena from blue-black to purple-black.
- Added violet mist fields to support Nyx's updated atmosphere.
- Added subtle purple star sparks across the arena.
- Updated the gate ring and arena label color for a stronger Night identity.

## 0.6.2 - Start Screen

- Added a title screen before gameplay starts.
- Added demo objective and control summary to the opening screen.
- Added Enter, Space, or mouse click start input.

## 0.6.1 - Nyx Reference Sprite

- Added the first real Nyx gameplay reference image to the Godot project.
- Replaced the blue placeholder player visual with the purple-black Nyx sprite reference.
- Added a purple shadow aura under Nyx for better gameplay readability.
- Shifted Nyx's aim line from cyan to purple to match the updated character direction.

## 0.6.0 - Phlegyas Mini-Boss

- Added Phlegyas, Warden of Forgotten Oaths, as the first mini-boss.
- Spawned Phlegyas after wave 3 as the demo chapter climax.
- Added boss health UI.
- Added chain sweep attack with a readable warning ring.
- Added oath-fire line attack with a wide danger lane.
- Added shade summons during the boss fight.
- Added first Name Fragment victory state after Phlegyas is defeated.
- Added larger boss silhouette, crown, chain, and oath-core placeholder visuals.

## 0.5.1 - Movement Responsiveness

- Disabled camera position smoothing to remove perceived movement lag.
- Added direct keyboard polling for arrow keys and WASD.
- Kept both arrow keys and WASD available for movement.

## 0.5.0 - Censer Knight

- Added Censer Knight as the third enemy type.
- Mixed knights into waves starting on wave 3.
- Added heavier elite stats, slower movement, and larger silhouette.
- Added reduced fear duration for knights.
- Added gold/bone armor read with censer and smoke marks.
- Added stronger orange attack warning for knight windups.

## 0.4.0 - River-Bound Archer

- Added River-Bound Archer as the second enemy type.
- Mixed archers into waves starting on wave 2.
- Added blue archer silhouette with spectral bow read.
- Added ranged attack behavior with preferred distance.
- Added ranged warning line and impact warning ring before damage.
- Added cold blue projectile strike effect.

## 0.3.0 - Combat Rules Pass

- Added visible ability cooldowns to the HUD.
- Added Shadow costs to ability HUD text.
- Added ability failure messages for cooldown and low Shadow.
- Added delayed enemy attack warning rings.
- Changed enemy contact damage into windup attacks.
- Added XP, level, and score tracking.
- Added level-up healing and Shadow refill.
- Smoothed wave growth so enemy count ramps more slowly.
- Added explicit GDScript types across combat scripts for Godot 4.7 compatibility.

## 0.2.0 - Feel And Readability Pass

- Increased Nyx movement speed and dash responsiveness.
- Added dash afterimages.
- Added a visible aim line from Nyx toward the mouse.
- Enlarged Nyx's visual presence and added a simple cloak silhouette.
- Added short attack cooldown for cleaner combat rhythm.
- Increased Night Lash range and hit feedback.
- Added hit sparks, death sparks, and stronger impact flashes.
- Added light screen shake for attacks, dash, Starfall, and player damage.
- Added enemy knockback.
- Added enemy separation so shades clump less.
- Added enemy health bars.
- Added a delayed Starfall warning marker before impact.
- Added relic glow pulse so pickups read better.

## 0.1.0 - First Playable

- Added playable Nyx.
- Added movement, attack, dash, Crown of Dread, and Starfall.
- Added enemy waves.
- Added Shadow resource, health, relic pickup, HUD, and restart.
