branchspaceshooter/main/experimentalcancel
102 Commits over 31 Days - 0.14cph!
- 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
- Removed the debris chunks that look stuff you should collect from all the enemies
- Reduced last orders mission length to 4 rooms
- Added Spawner Spikeys that spawn a bunch of normal spikeys when killed
- Can now click middle mouse to collect weapon
- Launchers can be set to destroy themselves after completing a cycle
- Fix for healh bar not stopping flashing
- Added no ammo click noise when trying to fire a weapon with no ammo
- BaseEntity can now be set to spawn specific items
- Lowered turet health values 20->16
- Rooms now spawn more loot barrels
- Loot spawner bug fix
- Rebuilt factory tileset
- Ammo placeholder UI and switching
- Speed boost duration and cooldown reduced further
- Enemies/containers can now drop ammo
- Ammo drops have an 80% chance to drop ammo type for one of your equipped weapons or 20% chance to be a random ammo type
- Player health bar now flashes when <= 2 health and 0 shields
- Loose cannon damage is now 2-2 from 1-2
- Flash component can now take a target gameobject to flash and caches it's own renderer
- Can now switch weapons with the mousewheel as well as Q
- Cash now disappearsa after 10 seconds, to encourage the player to head into danger. Starts flashing after 6 seconds
- Increased ammo cost of bolt gun
- Increased spawn weighting of spikers
- Reduced ammo cost of loose cannon
- Weapons can now drop from enemies and crates
- Spawn budget changes
- Weapons now use one ammo cost for both weapons, not one each
- Added placeholder ammo counters to UI
- Added ammo types and ammo
- Weapons now use ammo
- Weapon definitions can set ammo type and ammo cost
- Weapons grant ammo of their type when picked up for the first time
- Weapons can now be picked up and dropped
- Reduced duration and cooldown of speed bost
- Reduced aggro range
- WIP weapon pickups
- Enemies in an enemy pack now have a spawn chance weighting
- Increased ratio of spikey enemies to others
- Health tweaks for enemies
- Glueblast collider radius tweak
- Changed some spawn budgets down by 10
- Removed town
- Mission generation screen is now instant
- Reduced spawn location density around room entrances in Factory tileset
- Enemy shield ability max duration timer from 3 to 2 seconds
- Another shockbeam fix
- Increased speed of spikey things
- Turret spawn chance increased to 30% from 20%
- Couple of shockbeam optimisations
- Rebuilt factory tileset
- glue moves faster
- turret plasma blasts are larger and decelerate
- Lowered health values
- Doubled spawn budgets
- Made glue projectiles faster
- Patchers now shoot faster and with an increased angle offset range
- Increased size of glue projectile and decreased it's speed
- Enemies can now only use their shield ability twice
- Enemies now only use their abilities when they're aware of the player