11,556 Commits over 3,591 Days - 0.13cph!
- Massive savegame rework and tidyup
- Furthest level reached is now permanently saved
- Deleted a bunch more now-unused files
- Increased ammo cost of loose cannon
- ItemDatabase random weapon selector now ignores the previously spawned weapon
- Increased number of weapon drops per room from 0-1 to 1-2
- Increased splash damage of cocktail launcher from 1-3 to 3-3
- Quit buttons now quit the game, not to old title screen
- Ammo from weapon drops is now autocollected when in range, without needing to pickup the weapon
- Reduced ammo from weapon drops to 100 from 150
- Reduced length of first level
- Increased size + colour of ammo drops
- Ammo and weapons now correctly save and load across levels
- Quick leaderboard testing class
- Fixed bug with level generation when restarting
- Weapon switch ability button now shows the correct button text when using gamepad
- Slowed down glue projectiles
- Fixed gamepad button display text for pickup weapon
- Increased player acceleration from 1800 to 4000 (*****THIS'LL BE A MANUAL MERGE CONFLICT LATER*****)
- Increased size of enemy mini map markers
- Reduced spawn budget for smallest rooms
- Reduced speed of spikeys
- Increased size of all enemies
- Fixed some problems with detecting correct exit door. All rooms should started locked properly now and only the exit door opens when room is cleared, not all doors.
- Item definitions now have an unlock level
- Added simple ItemDatabase that can return random weapons/items of upto specified unlock level
- Weapon drops now use the ItemDatabase to get an unlocked weapon
- Switched weapon pickup and weapon swap button bindings on gamepad
- Spikeys now have less chance to move towards the player each new movement direction tick
- Mortar launcher now ensures mortat target positions are within the level area.
- Spawned spikeys also have the new movement behaviour
- Removed RoomF from factory tileset as it's knackering everything up
- Made a new random AI movement component. % chance to move towards player, else move in a random direction, every x-x seconds
- Applied new movement to spikeys
- Added an alarm sound effect when low on portal energy
- Rooms can now specify a random range for how many weapon drops to assign to it's enemies
- All invidivudal enemies have had chance to spawn weapons set to 0
- Lowered crates chance of weapon spawning
- Increased number of loot crates per room
- Loot crates have less chance of dropping ammo
- Portal timer and energy tweaks
- Portal timer text now flashes when low on time
- Added lockable doors to all Factory room setups
- RoomLockIn now gets added to all rooms
- All rooms (should) lock in when entering them now
- Timer doesn't start until you exit the starting room
- Slowed SuckIn speed
- Removed mission objective notification
- Mission screen now shows area names instead to show progression, removed all mission icon stuff
- Exit portals auto activate when in range now, no input required
- Added an exit room with portal
- Added pickup weapon binds to PlayerButtonSet for controller/mk
- All enemies now have 100% chance to drop portal time and have a predetrmined amount, per enemy
- Reduced the amount of portal time awarded per room
- Increased the amount of time awarderd per coin/energy
- Your current weapon no longer gets dropped when picking up a new weapon. Gets destroyed.
- Roomspawner global scale budget set to 1
- Added a sound when picking up a weapon
- Removed some doors from factory rooms to eliminate inter-room backtracking
- Ripped out some more unused stuff, cut down some loading times slightly
- Moved steam manager to splash screen
- Reworked start screens flow
- Added button text to weapon pickups
- Renamed some weapons
- Weapon names now appear above weapon pickups when in range to collect
- Level progress bar work
- Rooms are now assigned invididual time allowances and when the level is generated, the total time allowed is calculated
- Set some initial time values
- Added a portal energy timer which counts down, gameover if it reaches 0 and the level exit portal closes before you reach it
- "Cash" from dead enemies now replenishes portal energy
- Room tweaks
- Flattened out the depth chance curve of rooms
- Fixed another bug with flashing health
- Increased chance of spikey spawners and patchers
- Lowered the health of the spikey spawner