1,632 Commits over 578 Days - 0.12cph!
- Music now corretly changes back between town and level music each time.
- 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
- Rebuilt prefabs
- Turrets are now enemy entities not just base entities.
- Fixed turrets not always having a health bar and it usually being wrong
- Rebuilt prefabs
- Increased number of crates across all the rooms
- Added some spawn locations to beer tap room
- Removed Factory levels forced to level 1 debug
- 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
- Wrapped Analytics.CustomEvent() calls in a new GameManager.AnalyticsEvent() function so I can ignore analytics logging in editor and do other stuff later.
- 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.
- Analytics: Level reached at gameover. Map viewed or not.
- Fixed a bug with me not being able to count
- Added a mini-map help tip for the first time the player enters a level
- 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
- Mission objective text onnly gets calculated and updated when the mission needs updating
- 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
- Rebuilt prefabs
- Increased size of beer tap collider
- Reduced health of beer tap
- 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
- RoomSpawner can now use a budget multiplier
- Refactored a ton of enemy-player-aware checks
- Pressing I will toggle invisiblty to AI
- RoomSpawner now holds a list of all the enemies it spawns and checks for when they're all killed
- Changed the way RoomSpawner spawns enemies. Each room now has a varying spawn budget and it spawns enemies until it runs out. Enemies cost more to spawn the more deadly they are.
- Enemy pack scriptable object rename
- Added SpawnCost value to enemy scriptable objects and assigned values
- Reduced the camera look offset amount from dist/2 to dist/4
- Reduced boozeburner max speed from 280 to 150
- added "LEVEL" text to mission generation screen
- Disabled GO button when starting a mission from mission select so it doesn't look like it's hanged
- Refactored a bunch of floor collision/height check stuff
- Fixed enemies/crates etc not spawning at the correct height in areas above or below 0
- Rebuilt prefabs
- Mission definitions now provide the mission headline display text
- Mission objective headlines are now shown when starting the level
- Mission objective tracker now shows real description and object names
- Changed mission SO scene link to a string variable as the Object wasn't working in builds
- Rebuilt prefabs
- Missions are now mostly setup from the Misison scriptable objects, including scene to load, mission text, DunGen tileset for mission room
- Added a BaseMissionObject script. Apply it to any mission objects so the mission generation can find them
- Added a new room, GoalRoom_BeerTaps as placeholder with mission object in.
- Added a new DunGen tileset,FactoryGoal_BeerTaps_TileSet to contain the beer tap mission room.
- Time slow shield now resets enemies and projectiles to their previous speeds when it fades
- Made rotor damage the player
- Rebuilt prefabs
- Turret audio for firing
- Removed exit time from floor turret animations so they pop up/down instantly
- Player ship explodes and screen fades out to red over a few seconds when dying, before switching to gameover screen
- Refactored game over code
- Refactored new game code
- Added a gameover screen
- Can now start a new game straight from gameover
- Added DeathInfo to track gameover stats like level reached etc
- Tweaked enemy + loot crate spawn roots on a per-room basic
- Increased volume, pitch and length of turret rise sound effect
- Added placeholder sound link for turrets popping up
- Fixed prefab building and updating tool
- Updated all the rooms
- Made prefabs from newly rebuilt rooms
- Added RoomSpawner script to rooms
- Added PrefabLink scripts to the rooms in Factory tileset scene and linked to their prefabs
- Added tool scripts for building prefabs from scene items
- Pressing M toggles sound
- Rooms now spawn loot crates
- Enemies now do collision damage to player
- Fixed another save/load bug