1,377 Commits over 578 Days - 0.10cph!
- Implemented new stat: hit invulnerability duration multiplier
- New hull item: Deep pockets (+25 max ammo for all types)
- New hull item: Extra safe (+50% invulnerability duration)
- Added two new temporary hull colour prefab/materials
- NRE fix that was breaking the levelup screen when no more item upgrades available
- Added feedback form to a new scene that gets loaded on game exit
- Added revenge warmup to Revenge prefab, deleted old warmup prefab
- Leaderboards now track and display the area and level reached
- Reduced base spawn budgets of factory levels, reimplemented budget multiplier
- Set some quick test values for multipliers and reduced level up XP amounts
- Fixed bug with level value being reset to 0 each level
- Rebuild factory prefabs
- Reward screen now only picks items you don't already have equipped and only picks max of 1 of an item
- When there's no more unused items to pick, it auto advances
- Ammo use changes for starter blaster + cocktail launcher
- Max ammo values are now capped by ammo type
- Added ammo cap modifier/item stats
- Refactored that last commit and removed some debug text
- ItemDatabase.GetRandomWeapon() can now take list of weapons to exclude
- Currently equipped weapons are now excluded from loot drops
- Cocktail blasts now hurt the player (again)
- Patcher anim stuff
- Changed EnemyBomb to have Start and End scale multipliers
- Added EnemyBomb script to adjust bomb glow layer and flash it increasingly fast
- Reduced camera shake for real this time
- New enemy ability: Revenge
- Increased size of enemy ability name text
- Patcher movement changes
- Patcher fire cooldown reduced
- Camera shake reduced some more for enemy explosions
- Increased speed of Spikeys
- Steam leaderboards stuff
- Levelup screen can now handle multiple level ups in a row
- Player model rotates depending on item selected
- Item description text change
- Added a new placeholder plug B prefab, slightly larder and diff colour
- Added new plug item: Plug of Renewal. 20% chance to renew a shield block each time you clear a room
- Added a plug starter item and added plug to slots
- Some equipment bug fixes
- Items are now equipped from reward screen
- Hovering over a reward now shows how the item looks on player preview model
- Reworked the way starter items are equipped
- Item selection screen now compares current item against any existing item
- Reduced chance and duration of spikeys stopping
- More item reward screen stuff
- Fixed projectile impact not triggering on enemies
- WIP reward item selection
- ItemDatabase can now return a random, non-weapon item
- BaseMovement can now be set to not rotate towards movement direction
- Disabled it for Spikeys to fix rotation glitch
- BaseMovement now takes the object's radius into account
- Renamed scene and references
- Added a booster item
- Items can now spawn gameplay items that get attached to the player and removed with item
- Improved the way items are sucked in
- Added Collect Range stat and item modifier
- Increased damage range of bombs
- More stat modifier defines
- New enemy ability: Martyrdom
- Added a placeholder enemy bomb prefab, pulse effect, and explosions
- Removed SECTR asset as it was never used