userAdam Woolridgecancel

10,937 Commits over 3,377 Days - 0.13cph!

9 Years Ago
- EnemyAbilityManager is now a simpleton - Removed current calls to EnemyAbilityManager as it's going to be incorporated into the new mission stuff
9 Years Ago
- Exit portals now return you to town - Level loading/changing is now completely different. Not additive. Complete level swap. - Removed some floating text
9 Years Ago
- Loads more startup reworking and everything related. Can now start the game in any leve from Unity and play, yay.
9 Years Ago
- More startup and level loading/changing changes
9 Years Ago
- Few changes after merge back to main
9 Years Ago
Merged back to main
9 Years Ago
- Unfuck part 2
9 Years Ago
- Unfuck part 1
9 Years Ago
- Branched to remove PHOTON and all the shitty startup code
9 Years Ago
- Mission manager is now responsible for spawning the exit portal
9 Years Ago
- An exit portal is now spawned at a randomly chosen location when a mission is completed
9 Years Ago
- More mission work and mission randomisation stuff
9 Years Ago
- New mission system can now spawn items in random positions from the scriptable object definitions
9 Years Ago
- Mission scriptable object/building work
9 Years Ago
- Started ScriptableObject tools to move to a better format for creating missions/objectives outside of a scene
9 Years Ago
- Start health/shield value can now be set to something other than their max values - Reduced start shield to 2
9 Years Ago
- SaveGame now tracks new health and shield values - Changed a bunch of stuff that used to effect/restore health values
9 Years Ago
- Added a game progress panel to the title screen
9 Years Ago
- Adding mission type name as temporary mission description/story text
9 Years Ago
- The highest area/level reached can now be tracked - Mission select screen now picks a random mission type for the current area/level (only visually atm) and lets you start the level
9 Years Ago
- Mission select UI work - Removed the skill point notification panel
9 Years Ago
- Mission select loads 1-1 by default so Thai can still get to it
9 Years Ago
- Mission select screen work
9 Years Ago
- Removed recall ability and related assets - Started making the new mission select panel work
9 Years Ago
- More mission select WIP
9 Years Ago
- New mission select screen WIP
9 Years Ago
- Town changes
9 Years Ago
- Changed the way objectives are handled/displayed
9 Years Ago
- More UI stuff
9 Years Ago
- UI tweaks
9 Years Ago
- Target health bar works again (converting all damage to integers broke it)
9 Years Ago
- Made basic plasma projectile chunkier - Tweaked the starting weapons that are available on the floor in town (placeholder way to get them)
9 Years Ago
- Death is now permanent and dumps you back to the title (until there's a propper death screen) - Added a fullscreen red flash when player is hit
9 Years Ago
- Unfucked some UI
9 Years Ago
- Health/shield bars are now large and flash when losing a block
9 Years Ago
- Health/shield bars blocks now have empty states
9 Years Ago
- Added a temporary flash hit effect to the playership when you lose a block of health/shield
9 Years Ago
- The player is now invulnerable for 1.5 seconds after getting hit
9 Years Ago
- Added shield to player - Replaced health/energy bars with new block style health and shield bars
9 Years Ago
- Ghetto converted damage types to int
9 Years Ago
- New healthbar test
9 Years Ago
- Title screen reworked/simpliefied. Now also only has 1 character slot. Pressing A either starts a new game or continues.
9 Years Ago
- The Roguening pt1
9 Years Ago
- Spawn timing changes for capture points and added turrets to spawn table
9 Years Ago
- Capture zone changes
9 Years Ago
- Capture mission spawn waves
9 Years Ago
- Mission work
9 Years Ago
- Typo fix
9 Years Ago
- Fixed LevelSpawnItem to correctly position items when they don't have a BaseEntity attached - Made capture mission spawner pick 3 capture locations from the available options - Removed some debug spam
9 Years Ago
- Capture mission spawners