1,377 Commits over 578 Days - 0.10cph!
- RoomSpawner can now use a budget multiplier
- Refactored a ton of enemy-player-aware checks
- Pressing I will toggle invisiblty to AI
- RoomSpawner now holds a list of all the enemies it spawns and checks for when they're all killed
- Changed the way RoomSpawner spawns enemies. Each room now has a varying spawn budget and it spawns enemies until it runs out. Enemies cost more to spawn the more deadly they are.
- Enemy pack scriptable object rename
- Added SpawnCost value to enemy scriptable objects and assigned values
- Reduced the camera look offset amount from dist/2 to dist/4
- Reduced boozeburner max speed from 280 to 150
- added "LEVEL" text to mission generation screen
- Disabled GO button when starting a mission from mission select so it doesn't look like it's hanged
- Refactored a bunch of floor collision/height check stuff
- Fixed enemies/crates etc not spawning at the correct height in areas above or below 0
- Rebuilt prefabs
- Mission definitions now provide the mission headline display text
- Mission objective headlines are now shown when starting the level
- Mission objective tracker now shows real description and object names
- Changed mission SO scene link to a string variable as the Object wasn't working in builds
- Rebuilt prefabs
- Missions are now mostly setup from the Misison scriptable objects, including scene to load, mission text, DunGen tileset for mission room
- Added a BaseMissionObject script. Apply it to any mission objects so the mission generation can find them
- Added a new room, GoalRoom_BeerTaps as placeholder with mission object in.
- Added a new DunGen tileset,FactoryGoal_BeerTaps_TileSet to contain the beer tap mission room.
- Time slow shield now resets enemies and projectiles to their previous speeds when it fades
- Made rotor damage the player
- Rebuilt prefabs
- Turret audio for firing
- Removed exit time from floor turret animations so they pop up/down instantly
- Player ship explodes and screen fades out to red over a few seconds when dying, before switching to gameover screen
- Refactored game over code
- Refactored new game code
- Added a gameover screen
- Can now start a new game straight from gameover
- Added DeathInfo to track gameover stats like level reached etc
- Tweaked enemy + loot crate spawn roots on a per-room basic
- Increased volume, pitch and length of turret rise sound effect
- Added placeholder sound link for turrets popping up
- Fixed prefab building and updating tool
- Updated all the rooms
- Made prefabs from newly rebuilt rooms
- Added RoomSpawner script to rooms
- Added PrefabLink scripts to the rooms in Factory tileset scene and linked to their prefabs
- Added tool scripts for building prefabs from scene items
- Pressing M toggles sound
- Rooms now spawn loot crates
- Enemies now do collision damage to player
- Fixed another save/load bug
- Objective waypoint arrow now pulses and scales
- Added RoomSpawner script which is responsible for spawning enemies from the mission's EnemyPack, up to a configurable cost, into the room
- The level generation seed is now passed to spawners too, so enemy type and spawn locations can be reproduced
- Made a script tool to select all children of selected objects and deselect selected objects
- Made an editor tool to help quickly replace baked prefab rooms
- Added a scene with all rooms in
- Entity animations can now play sounds on activate/deactivate
-EntityAnimationToggleActive now has option to make any child BaseEntityes aware of the player on activation (defaulted to true)
-BaseEntities no longer de-aggro when out of range. Might need to revert this.
- Boozeburner max speed reduced to 280 from 300
- BB flamethrower first use cooldown is now varied by Cooldown + (0-Cooldown)
- Booze burner flamethrower now inherits velocity from ship
- BB flamethrower now fires in bursts even when not in attack range of the player (but needs to be aware of player)
- Gamepad vibration is now cleared on player death
- Boozeburner's flamethrower now damages the player. Massively OP
- Rotor/mixers now has a 50% chance to spin the other way ;)
- Added a shared, minimum cooldown of at least 15 seconds between enemy taunts, across all enemies.
- Enemy healing beams now charge up each heal over HPS seconds and then modify health every whole.
- Enemy healing beams now heal for 1 health per second
- Fixed order of enemy abilities in manager
- Enemies no longer reset to start position when a long way from home
- Setup EnemyAbilityManager again
- Enemies now have a 10% chance of spawning with one of the special abilities (currently just shield or heal)
- Added enemy ability manager to init bootstrap