11,393 Commits over 3,561 Days - 0.13cph!
- Loot now glows the color of the item colour, white, green, yellow.
- Loot now uses the new model
- Loot names are no longer visible in the world
- Loot containers now have the new LootTable script on them so they actually drop loot :)
- Speech bubble changes
- Added some temporary, enemy-specific taunts
- Added noob-simple tutorial text panel to Area0
- Restructured Area0 and Area1_1 hierachy to support level swapping again
- ChangeLevel can now toggle specific objects
- Area0 boss now drops a specific loot item
- Reworked Area0 to be more open and noob friendly
- Mission items for Area0
- Removed DX11 option from list, until it breaks something @Ezmeow
- Loot now spawns with a slight delay between each item dropped and scales in
- Loot names are no longer parented to the item and items no longer rotate
- More LootDrop changes
- Added standard loottable to area 1 enemy prefabs
- Elite enemies now access loottable instead of the old method
- Lowered default loot table values
- Checked in area work from other day
- New files I forgot to commit in the commit 5 seconds ago
- Reworked LootDrop into LootDrop and LootTable so enemies can have specific loot tables as well as area specific loot tables, as well as random loot.
- Reworked some level select items
- Level work
- Changed the way weapon items work
- Weapon loot stats are now randomised and based on item level
- LootDrop now has a chance to drop the reworked Weapon item
- Patcher glue tweaks. Faster, bigger.
- More Patcher tweaks, much faster and more evasive
- Slightly increased size of turrets
- Patchers now move fast, turn faster and retreat further to evade player
- Fix for Patcher behaviour because animator wasn't found
- Area1 changes from yesterday?
- Made a Pipe Spawner prefab
- Area0 work
- Area1 changes to open up the level a bit as it's a noob area, started a gated trap area
- Area 0 mission setup with placeholders
- Bug fixes
- Dialogue/mission event improvements
- Made Area0 boss practically unlosable as it's about 3 minutes into the game
- Area0 work
- Rough Area0 boss
- Bouncer enemy work
- Area0 work
- BaseMovement now can be forced to use it's entity's forward direction instead of desired forward direction
- Added shaders to forced include (wip fixing something)
- Setup Bouncer enemy prefab with new model
- Area0 work
- More mission work for Area0
- Added placeholder Bar tab mission and mission text to Area0
- Started working on a rough introduction area
- Pause state work
- Special enemies now get visual effect
- Enemy work
- Increased explosion size
- Placeholder explosion debris is back
- Rearranged skill tree ability unlock levels/positions via the XML file
- Increased size, speed and travel distance of Buzz Saw
- Made the Bazz Suw placeholder model a bit more glowy
- Projectile knockback is now disabled by default
- Turrets now have a bit more default variance in firing rates
- Added text to gameplay UI below target health bar to show the name of any ability a special enemy has (Want to look at replacing this with clear ability icons later on)
- Special enemies now get 4x health up from 2x by default
- BaseEnemyAbility now gets a BaseEntity ref instead of EnemyShip
- Turrets now have a chance of spawning with the Shield ability
- If an enemy gets spawned as "special" and get's an extra ability, it also receives 2x as much health and loot drop chance is set to 100%
- Lots of enemy ability/manager changes
- Added healing beams enemy ability
- Tweaked values for healing/shielding
- Booze burners and patchers have a 20% chance of picking a random ability to spawn with
- Can now specify a random range for enemy ability durations
- Tweaked enemy shield values
- Reduced booze burner speed slightly
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have
- Reworked some enemy ability scripts to use new system and deleted some old unused ones
- Added AbilityPicker script as a starting point for enemy ability assignment
- WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
- Skill points are now awarded from level 2 onwards intead of 1
- Added targetted enemy health/name bar to top of gameplay UI
- Made targetFinder component
- Gave enemy prefabs real Name values
- Fixed hidden enemy in 1-1
- Reverted some random script changes that were causing errors??
- Level up panel now correctly shows if and how many unspent skill points are available