1,377 Commits over 578 Days - 0.10cph!
- Enemies now have less chance of spawning cash (30%->10%)
- Factory rooms now spawn less barrels
- Increased large factory room spawn budget min from 10-20 to 15-20
- Rebuilt factory tileset prefabs
- Reduced spawn cost of booze burner from 4 to 3
- F2 level stats screen now shows used spawn budget and spawn budget range per room
- Current room is now yellow in F2 screen
- Disabled level depth + world progress budget spawn bonus for now
- Massively increased all factory room spawn budgets
- Rebuilt factory tileset prefabs
- BaseMovement decel speed is now also boosted by speed modifiers
- Branch ends/dead ends now spawn a speed pickup which makes the player move 50% faster until they enter a room they've not been in yet
- Stuff can now subscribe to LevelPlayerTracker and be alerted when the player enters a new room for the first time
- Added the speed pickup + code
- Reduced length of branchiness? of Your Round level flow
- Started to move to level flows/archetypes per-mission, organised by mission folders
- Disabled level length multiplier (multiplier always set to 1)
- Increased fire rate of Screw You
- Change level flow for Last Orders mission. Now longer (was way too short) and the space area is linear instead of branched
- Forgot to commit the scene change for feedback fix
- Feedback reported uses new URL
- Fixed a bug with missions autocompleting in editor when typing M in feedback tool ;)
- Added weapon switching to controls help panel in town
- Disabled cash shop interaction
- Increased interaction range of nutsexchange
- Your Round mission now uses correct enemy pack
- Current weapon slot is maintained between levels
- WIP "good room to spawn a speed boost in" finder code
- Added current room name and level seed to F2 level stats menu
- Cappeds shield drop bonus chance to 20%
- A succesfull roll to drop a Shield now only has 20% chance to actually drop if the player is at full shields. Instead, it has an 80% chance to increase the bonus chance of a shield dropping next time. Basically, less chance of dropping a shield at full shields, bonus chance builds up so there's a higher chance of getting a shield drop when you actually need one. - Reduced all enemy shield drop basic chances from 5% to 2%
- Shields will no longer be collected if you're already at max shields
- BaseCollectable can now be overriden to decide if it should be collected and SuckIn script checks it
- Weapons are now automatically made the active weapon when you buy them
- New saves default to having 1 nut to spend at the shop in town
- The mission reward screen in town now notifies you everytime you return to town with spare nuts
- Splash and title screens updated with BG and logo
- Scriptable object definitions for modular item model system. Definitions only. Doesn't do anything yet
- Added Room and RoomSpawner components to the current Ice Cave rooms
- Removed some junk from SpawnLocation
- Added Ice Cave enemy pack
- Started Ice Cube harvester gameplay code
- Rebuilt Ice Cave prefabs
- Stopped basic blaster projectiles going through everything!!!!
- Reduced camera shake on starting weapon
- Custom playmaker action test, animation state toggling
- Rooms can now have a chance to override the level's enemy pack with their own specific one
- Mortar launchers can now be set to target a specific location other than the player or themselves.
- More arena test work
- Ripped out more unusued scripts/ui/folders/everything
- Time arena test/rough wip
- Enemy ability picker can now be forced to pick a specific ability
- Fixed mortar spikey layer issue
- Warning ring mesh generated by DangerMarker set to not cast/receive shadows
- Missions are now passed the mission SO to their Init function
- Added new SO def type for time based missions
- TimeObjective now successfully completes on survival
- WIP new mission type: timer
- Sinewave movement tests
- Can now press space on mission select screen to roll/start
- MortartLauncher can now be set to to player or own position as target center. Added a minimum radius range so it can be set to avoid launching onto itself ;)
- Some BaseProjectile refactor, deleted some old scripts