branchspaceshooter/main/experimentalcancel
102 Commits over 31 Days - 0.14cph!
- Launcher and trigger stuff
- Fixed missiles not working
- Fixed excessive text spam when out of ammo
- Turrets are now more dangerous
- Score submissions no longer overwrite if lower than best score
- Super basic start of scoring
- Combat text scale can now be controlled, made player damaged text bigger
- Added camera shake to player damage
- Shrank and moved room bonus bar so it's less prominant
- Rooms now drop 0-1 weapons across containers
- Removed the 10% chance of dropping ammo for a weapon type you're not carrying
- Changes to loose cannon and cocktail launcher
- Containers can now be exploded by flying into them
- Added placeholder ammo type icons to ammo UI
- The top ammo UI slot is now always the current weapon
- Can now specify colour of combat text
- Added combat text for a few more events
- Massive savegame rework and tidyup
- Furthest level reached is now permanently saved
- Deleted a bunch more now-unused files
- Increased ammo cost of loose cannon
- ItemDatabase random weapon selector now ignores the previously spawned weapon
- Increased number of weapon drops per room from 0-1 to 1-2
- Increased splash damage of cocktail launcher from 1-3 to 3-3
- Quit buttons now quit the game, not to old title screen
- Ammo from weapon drops is now autocollected when in range, without needing to pickup the weapon
- Reduced ammo from weapon drops to 100 from 150
- Reduced length of first level
- Increased size + colour of ammo drops
- Ammo and weapons now correctly save and load across levels
- Quick leaderboard testing class
- Fixed bug with level generation when restarting
- Weapon switch ability button now shows the correct button text when using gamepad
- Slowed down glue projectiles
- Fixed gamepad button display text for pickup weapon
- Increased player acceleration from 1800 to 4000 (*****THIS'LL BE A MANUAL MERGE CONFLICT LATER*****)
- Increased size of enemy mini map markers
- Reduced spawn budget for smallest rooms
- Reduced speed of spikeys
- Increased size of all enemies
- Fixed some problems with detecting correct exit door. All rooms should started locked properly now and only the exit door opens when room is cleared, not all doors.
- Item definitions now have an unlock level
- Added simple ItemDatabase that can return random weapons/items of upto specified unlock level
- Weapon drops now use the ItemDatabase to get an unlocked weapon
- Switched weapon pickup and weapon swap button bindings on gamepad
- Spikeys now have less chance to move towards the player each new movement direction tick
- Mortar launcher now ensures mortat target positions are within the level area.
- Spawned spikeys also have the new movement behaviour
- Removed RoomF from factory tileset as it's knackering everything up
- Made a new random AI movement component. % chance to move towards player, else move in a random direction, every x-x seconds
- Applied new movement to spikeys
- Added an alarm sound effect when low on portal energy
- Rooms can now specify a random range for how many weapon drops to assign to it's enemies
- All invidivudal enemies have had chance to spawn weapons set to 0
- Lowered crates chance of weapon spawning
- Increased number of loot crates per room
- Loot crates have less chance of dropping ammo
- Portal timer and energy tweaks
- Portal timer text now flashes when low on time