userAdam Wcancel
branchspaceshooter/maincancel

1,377 Commits over 578 Days - 0.10cph!

9 Years Ago
- Changed more stuff from Bolts to Nuts
9 Years Ago
- Renamed bolts to nuts in code, changed UI
9 Years Ago
- Extended BaseLauncher to MortarLauncher and deleted test mortar launcher code - MortarLauncher can now have a random radius around target position - Marker tweaks
9 Years Ago
- Mortar can now attach/detach entities to it
9 Years Ago
- Fixed a bug with Entities taking damage when they're disabled
9 Years Ago
- Mortar launcher now controls height and speed of it's mortars
9 Years Ago
- More mortar/launchers testing
9 Years Ago
- Danger marker cleanup
9 Years Ago
- DangerMarker can create a ring mesh of any radius and thickness, with any number of sides. - Added marker prefab and material
9 Years Ago
- Updated appid - WIP danger markers
9 Years Ago
- More mortar code tests
9 Years Ago
- Mortar WIP and tests
9 Years Ago
- Bolts now drop in levels off enemies and crates (2% chance per lootdrop for now)
9 Years Ago
- FIxed bug where currency not displayed correctly with new save
9 Years Ago
- Added Bolts currency to gameplay UI
9 Years Ago
- Bolt trade screen now works
9 Years Ago
- Bolt exchange UI work
9 Years Ago
- Renamed some classes/files - More work for bolt trades
9 Years Ago
- Added a simple placeholder Mission Reward scren that just shows rewarded bolts/wads when returning to town after a mission. You will need to trade them in at the vendor instead now. - Can now press M when running in the editor to instantly complete the current mission and open portal to town
9 Years Ago
- Renamed mission defs to Wads/Bolts
9 Years Ago
- Renamed Cash to Wads and Tokens to Bolts in code
9 Years Ago
- Added loot token currency to PlayerData - Missions now award loot tokens and cash on completion - Stopped the reward screen coming up straight away in town, will need to visit someone in town to trade in tokens (soon) - Mission definitins now control how much cash and how many loot tokens they're worth
9 Years Ago
- Reduced damage of Screw You
9 Years Ago
- Crappy placeholder sound effect for bolt
9 Years Ago
- Weapon definitions now specify the camera shake settings - Increased camera shake for Screw You
9 Years Ago
- New weapon: Screw You
9 Years Ago
- Added gamepad navigation for reward screen
9 Years Ago
- Placeholder weapons switch ability icon
9 Years Ago
- Made weapon switching an ability button (always unlocked) with a short cooldown - Weapons now get dropped and become physics object when switching weapons - Added new key/pad binds for weapon switching
9 Years Ago
- Weapon models now get updated for both arms when switching weapon slots
9 Years Ago
- Implemented weapon swapping (need to do the ability button/bind next) - Changed the way weapon slots work, equipping the weapon from one slot equips that weapon in both arms - Weapon definitions are now specific per arm
9 Years Ago
- Mission definitions can now be marked to not get selected at all - Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
9 Years Ago
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage - Reward screen item panels now show weapon stats
9 Years Ago
- More reward screen work
9 Years Ago
- More reward screen work
9 Years Ago
- Reward UI now pops up in town after completing a mission and disappears when you accept a reward
9 Years Ago
- Mission reward screen now rewards 500 cash plus another 500 if the cash reward is chosen (placeholder amounts)
9 Years Ago
- More reward screen work. Ability info + comparissons.
9 Years Ago
- Molotov cocktail set to ignore raycast layer
9 Years Ago
- Fixed gamepad bug with firedirection after moving
9 Years Ago
- Cocktail Launcher now does zero impact damage, but has an increased splash damage rang, and upped splashed damage to 1-2 - RadiusBlast now takes a damage range isntead of single value
9 Years Ago
- Reduced the rate of fire of cocktail launcher
9 Years Ago
- Removed the cocktail launcher test weapon from town
9 Years Ago
- Changed model used by cocktail launcher
9 Years Ago
- Added a molotov cocktail launcher weapon (placeholder art/sounds)
9 Years Ago
- Equipment now loads starter items (starter blasters) if required (new save) - Removed the hacky starter weapon items from town as they're auto equipped now
9 Years Ago
- Equipment can now return a random, unusued item - Mission reward screen now shows a random item each time and it can be selected and then auto equipped
9 Years Ago
- Reward screen now picks and displays a random unused ability (with it's icon). It can it be selected, and is then auto equipped - AbilityList now straight up swaps skills based on category when equipping - Ability bar UI now only has the required amount of skill slots - Finally removed the experience bar that hasn't been used for months from the gameplay UI
9 Years Ago
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
9 Years Ago
- Added GetRandomUnusedAbility() to AbilityList