1,632 Commits over 578 Days - 0.12cph!
- Switched title/town music for new placeholder.
- Made flamethrower louder
- Booze burner flamethrower sound effect
- Plasma blast impact sound effect
- Patcher Glue impact sound
- Re-enabled volume and added new placeholder weapon sound effect. Gotta replace old placeholders for other stuff.
- Added cash to LootContainer's loot table with 100% drop chance
- Added a welcome screen showing basic controls and new/changed stuff since the last update. Displays the first time the town is loaded in a session.
- Fixed a save bug
- Fixed NRE when trying to open minimap when gameplay UI is hidden
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- Cam now also pans towards center of enemies again, whilst also zooming. Still WIP, it's too fast and snappy
- WIP camera zooming test
- Added cash to enemy loot tables
- You can now collect cash!
- Cash value pulses when you collect cash
- Game saves whenever the game closes
- Fixed bug with save file not being properly wiped on gameover
- Cash display tweak in gameplay UI
- Added a punch scale to player cash display when trying to purchase an upgrade you can't afford
- Added an outline to some shop UI text
- Added back/purchase buttons to shop UI
- Purchase button fades out when current upgrade is fully upgraded or you're too skint to buy it
- FIxed text overlapping for shop items with long descriptions
- Added a Powerups chance upgrade to upgrades XML (effect not implemented)
- Added a button to title screen to wipe save data incase of bugs
- Can now quit to menu from game. Game saves on quit. Shouldn't be able to save between missions eventually, but for now...
- Can now quit to desktop from title
- Added correct scenes to build list
- Title screen text changed to SPACE RUNTS instead of SPACE CUNTS
- Added a UIManager and moved screens over to that
- Gameplay screens are now automatically hidden/shown as other UI screens are displayed
- Player control is now disabled when in a fullscreen UI screen
- Lots of UI code changes
- Gameplay UI now has a working cash display
- Town portal now auto loads the current pipes dungeon test (Area1_TileSet) until I get the real mission/level loading working again with the new DunGen setup
- Shop upgrades now actually cost the player the cash values
- Pressing Y in the shop when UNITY_EDITOR awards 5000 cash to player for testing
- Shop UI player cash value is now hooked up to PlayerData
- Shop UI for upgrade levels
- Upgrade levels can be purchased (not linked to stats etc yet)
- Can now cycle through shop items with left-stick left/right
- Shop item panels now outline/scale when selected
- Shop items can be navigated (keyboard only atm)
- Changed mission portal text
- Refactored town interactable stuff
- Cleaned up town scene hierachy
- Shop and mission portal now use new interaction stuff
- More shop UI work
- Deleted a bunch of now unused town scripts
- Shop UI disabled correctly at startup
- More upgrades/shop + UI
- Shop UI WIP
- Upgrade work
- Folder tidy
- Mouse cursor is no longer hidden in editor
- Part 1 of refactoring skill definition/point XML definitions to be more generic so it can be used for shop/upgrades and anything else
- BaseMovement now has inspector value for floor check range. Defaults to 500 instead of 100
BaseMovement now has public value for how high to fly above any floor colliders
- Large view of minimap is now zoomed further out
- Added current cash value display to gameplay UI
- Removed old gameplay UI prefab
- Added Cash value to PlayerData
- Minimap and map rotation now matches the main camera's current rotation