userAdam Wcancel
branchspaceshooter/maincancel

1,377 Commits over 578 Days - 0.10cph!

9 Years Ago
- lasers in TT fight now flash for a second (and do no damage to the player) as they turn on to avoid doing cheap damage to player
9 Years Ago
- Added quick idea description to whitebox scene
9 Years Ago
- Quick whitebox scene test
9 Years Ago
- Added spawn location to TT
9 Years Ago
- Removed some components from TT objects that shouldn't have been there
9 Years Ago
- Area scriptable object definitions can now be set to not generate a proc level - Level builder can now handle pre-made levels (like boss areas) - Added mission and area definitions for Timmy Turrets boss fight - TT boss fight can now be started from the scene - Added TT mission to mission generator
9 Years Ago
- Re added levels to build settings
9 Years Ago
- FInished first pass of Timmy Turrets gameplay. Needs major code refactor and polish. And art. And probably some balancing too.
9 Years Ago
- more
9 Years Ago
- Phase 3 laser positioning anims
9 Years Ago
- More Timmy Turrets phase 3 code + anims
9 Years Ago
- Boss work
9 Years Ago
- More boss work
9 Years Ago
- Started coding Timmy Turrets boss fight
9 Years Ago
- Placeholder Timmy Turrets animations for up/down
9 Years Ago
- Timmy Turrets wip boss fight
9 Years Ago
- Mission creation now spawns the player at EntranceMissionLocation object if there's one present, otherwise defaults to 0,0,0 (middle of first room in a level )
9 Years Ago
anim
9 Years Ago
- Standalone floor base prefab
9 Years Ago
- Added a 4 turret floating turret
9 Years Ago
- Reduced cooldown timers from 15 to 10 seconds
9 Years Ago
- Decreased the suck-in range of energy batteries so the player has more risk to collecting them mid-fight
9 Years Ago
- Enemies now have the ripple effect again (only spikey thigns had it) - Shield pickups in - Enemies have 1% chance to drop shield - Crates have 2% chance to drop shield
9 Years Ago
- and the coin trail...
9 Years Ago
- Changed currency stuff to yellow/gold
9 Years Ago
- Rooms now store a list of their spawn locations before deleting the spawner scripts - BaseEntities that are spawned by a room now keep a reference to their parent room
9 Years Ago
- Area1 budget multiplier 0.75->1
9 Years Ago
- BaseProjectile can now set it's own effect volume - Reduced player weapon shoot + impact volumes
9 Years Ago
- Added an aiming guide that's always visible when firing
9 Years Ago
- Further reduced health of turrets - Turrets now have a chance to drop cash as well, and drop slightly more cash than other stuff
9 Years Ago
- Reworked the mission headline popdown window so that Thai's really long mission objective title fits
9 Years Ago
- Changed beer tap mission headline to "Destroy the Alcohol Refueling Station" and mission tracker description to Alcohol Pump
9 Years Ago
- Fixed the fire effect appearing at the start of every level
9 Years Ago
- Music now corretly changes back between town and level music each time.
9 Years Ago
- Rebuilt prefabs - Fixed a new bug with turrets firing when out of range/unaware - Added a abilities help tip UI popup after 30 seconds of a level when the player hasn't used an ability yet
9 Years Ago
- Rebuilt prefabs - Turrets are now enemy entities not just base entities. - Fixed turrets not always having a health bar and it usually being wrong
9 Years Ago
- Rebuilt prefabs - Increased number of crates across all the rooms - Added some spawn locations to beer tap room
9 Years Ago
- Removed Factory levels forced to level 1 debug
9 Years Ago
- ModifyHealth() now passes in the modifying object - Now track what killed the player and store it in DeathInfo - Gameover screen now shows you what killed you - Analytics now logs what killed you
9 Years Ago
- Wrapped Analytics.CustomEvent() calls in a new GameManager.AnalyticsEvent() function so I can ignore analytics logging in editor and do other stuff later.
9 Years Ago
- Analytics tracking: Level started. Mission finished. Exit portal used. New game started from gameover and how many deaths at that point. Exit from gameover and how many deaths at that point.
9 Years Ago
- Analytics: Level reached at gameover. Map viewed or not.
9 Years Ago
- Fixed a bug with me not being able to count
9 Years Ago
- Added a mini-map help tip for the first time the player enters a level
9 Years Ago
- Added an EntityTracker to keep lists of all BaseEntities and some of their components (like CameraPull) - BaseEntities register themselves with the EntityTracker on creation - Camera pulling stuff now usese the EntityTracker to get enemies with CameraPull
9 Years Ago
- Mission objective text onnly gets calculated and updated when the mission needs updating
9 Years Ago
- NRE fix
9 Years Ago
- Starting from 0, each level increases the number of allowed enemy abilities by 1 (up to the number of enemy abilities available) - Enemy abilities now have a propper description value
9 Years Ago
- Rebuilt prefabs - Increased size of beer tap collider - Reduced health of beer tap
9 Years Ago
- Levels now have increasing number of rooms - Levels now have increasing spawn budgets - Added Area scriptable object stuff to configure area specific...stuff. - Moved some other stuff over to area setup