userAdam Wcancel

11,556 Commits over 3,591 Days - 0.13cph!

9 Years Ago
- Revert debug values
9 Years Ago
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
9 Years Ago
- Level/mission generator script now makes itself the DunGen root object for the level - Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
9 Years Ago
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap - Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things! - Refactored more of the tracker UI
9 Years Ago
- Enemies now do one floor test on start of level to set their position without moving
9 Years Ago
- Disabled the mission generating sound effect as it's too annoying even for placeholder
9 Years Ago
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
9 Years Ago
- Enemy spawn pack SO added to destroy mission type
9 Years Ago
- town UI tweak
9 Years Ago
- Added a right stick click graphic to minimap UI - Removed old, unused gameplay UI prefab
9 Years Ago
- Split controls and welcome panels up. Control panel is always visible in town.
9 Years Ago
- Mission scriptable object definitions now have a mission text property for when we add brief storyline text
9 Years Ago
- More mission gen work
9 Years Ago
- LevelBuilder can now be forced to use a specific mission from the inspector for testing straight from a level without town - Added flows and dungeon setup for test mission level
9 Years Ago
- Added a LevelBuilder component which uses DunGen and mission generator stuff to build levels based on mission settings - Level folder cleanup
9 Years Ago
- Increased player speed from 250 to 300
9 Years Ago
- DunGen runtime generator can now generate a new map while playing when you press space (Editor only) - Fixed more save issues
9 Years Ago
- More OSI cleanup
9 Years Ago
- Half-way through bastardizing offscreen indicator pack
9 Years Ago
- Flamethrower audio is now 3D
9 Years Ago
- Fixed sound warp bug - Audio system changes so effects can be 3D - Projectiles and impact sound effects are now 3D
9 Years Ago
- More audio - Individual BaseEntities can be set to not pull the camera
9 Years Ago
- UI audio work
9 Years Ago
- forgot to save scene
9 Years Ago
- Switched title/town music for new placeholder.
9 Years Ago
- Made flamethrower louder
9 Years Ago
- Booze burner flamethrower sound effect
9 Years Ago
- Plasma blast impact sound effect
9 Years Ago
- Patcher Glue impact sound
9 Years Ago
- More audio work
9 Years Ago
- Re-enabled volume and added new placeholder weapon sound effect. Gotta replace old placeholders for other stuff.
9 Years Ago
- Added cash to LootContainer's loot table with 100% drop chance
9 Years Ago
- 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 -
9 Years Ago
- Cam now also pans towards center of enemies again, whilst also zooming. Still WIP, it's too fast and snappy
9 Years Ago
- WIP camera zooming test
9 Years Ago
- Added cash to enemy loot tables - You can now collect cash! - Cash value pulses when you collect cash - Game saves whenever the game closes
9 Years Ago
- Fixed bug with save file not being properly wiped on gameover
9 Years Ago
- Cash display tweak in gameplay UI - Added a punch scale to player cash display when trying to purchase an upgrade you can't afford
9 Years Ago
- Added an outline to some shop UI text
9 Years Ago
- 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
9 Years Ago
- FIxed text overlapping for shop items with long descriptions - Added a Powerups chance upgrade to upgrades XML (effect not implemented)
9 Years Ago
- Added a button to title screen to wipe save data incase of bugs
9 Years Ago
- 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
9 Years Ago
- Added correct scenes to build list
9 Years Ago
- Title screen text changed to SPACE RUNTS instead of SPACE CUNTS
9 Years Ago
- 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
9 Years Ago
- UI
9 Years Ago
- 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
9 Years Ago
- Shop UI player cash value is now hooked up to PlayerData
9 Years Ago
- Shop UI for upgrade levels - Upgrade levels can be purchased (not linked to stats etc yet)