11,556 Commits over 3,591 Days - 0.13cph!
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
- 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)
- 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
- Enemies now do one floor test on start of level to set their position without moving
- Disabled the mission generating sound effect as it's too annoying even for placeholder
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
- Enemy spawn pack SO added to destroy mission type
- Added a right stick click graphic to minimap UI
- Removed old, unused gameplay UI prefab
- Split controls and welcome panels up. Control panel is always visible in town.
- Mission scriptable object definitions now have a mission text property for when we add brief storyline text
- 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
- Added a LevelBuilder component which uses DunGen and mission generator stuff to build levels based on mission settings
- Level folder cleanup
- Increased player speed from 250 to 300
- DunGen runtime generator can now generate a new map while playing when you press space (Editor only)
- Fixed more save issues
- Half-way through bastardizing offscreen indicator pack
- Flamethrower audio is now 3D
- Fixed sound warp bug
- Audio system changes so effects can be 3D
- Projectiles and impact sound effects are now 3D
- More audio
- Individual BaseEntities can be set to not pull the camera
- 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)