1,377 Commits over 578 Days - 0.10cph!
- Moved area name text below the preview images
- Level select screen thumbnails are now generated from area definitions
- Forced all damage to the player to be 1 damage again, to see if feels clearer when you're about to die
- Low health screen effect now correctly enables/disables
- Some cam code cleanup
- Pickup UI for abilities is now coloured blue for utility and red for offensive
- Increased chances of crates having abilities and weapons (prob too high)
- Weapon pickup UI changes
- Added quad plasma turret brush to Rotorz
- Added some quad plasma turrets to some factory rooms
- Rebuilt
- Fixed some asteroid room spawn locations that were causing enemies to spawn in unreachable places
- rebuilt prefabs
- Redcued health of asteroid bugs to 1
- BT fix for asteroid laser beam enemy not always starting with smallest sized lasers
- Asteroid enemy tweaks
- Added exit room to asteroid tileset
- Rebuilt prefabs
- Added CollisionMask to room gates/forcefields
- WIP collision system improvements to make it less shit and stupid
- new CollisionMask component
- BaseMovement and BaseProjectile can now check CollisionMask component if present
- Barrier ability collision now uses CollisionMask
- Pipe glass windows can now be shot to be destroyed
- Rebuilt factory rotorz + tileset scenes
- Removed the camera zoom levels
- Removed confusing XP stuff from UI
- One item is rewarded after completing a level
- Reduced factory length
- Reduced start shields to 1
- Added aware of player check to bouncer AI behaviour tree to stop them being charged and flying at you as soon as you enter their room
- Weapon clip size can now be set per-weapon (setting it to 0 doesn't require reloading)
- weapon ammo clip and reloading test
- Asteroid tileset test room changes. Disabled larger rooms, removed some of the extra filler stuff.
- Vacuum enemy nerfed a bit
- Tweaks to flows
- Added some more asteroid test rooms and added brush b variety to others
- Rebuilt asteroid tileset/prefabs
LevelBuilder now checks for NRE in planet prefab
- Fixed some enemies not having mini map icons
- Lowered number of main rooms in asteroid level flow by 1
- Current area fix
- Can now press P to auto finish the current level (for debug)
- Level loading screen fix
- Reworked enemy minimap icon code so play-time spawned-in enemies show
- Can no use the number keys to load any area from the level start screen (0=factory, 1=ice so far)
- Level select screen UI is now dynamic and built from scriptable objects
- Area definitions can now specify the order they're played in
- game now actually plays the areas in order, not just the hardcoded one
- more test rooms
- revenge launcher arc speed reduced
- TestBed tool bug/crash fixes and now supports loading any tileset room
- Bugs now have less health. 4->2
- Vacuum launchers fire less frequently
- Reduced duration of vacuums
- Sine movements now check for owning entity player awareness
- Spawn chance and costs adjustments (nerfs) for asteroid tileset
- Fixed rotation of alarm bot
- Reduced health of Alarm Bots to 30 from 40
- Increased spawn budgets of asteroid test rooms
- Deleted unused enemy packs
- Setup enemy definitions for area 2 enemies
- New enemy pack for asteroid tileset
- Added loot components to area 2 enemies
- Asteroid tileset now spawns enemies
- Reworked Block_Gate prefab slightly to match others
- Added spawn locations to asteroid test rooms
- Asteroid gates now function correctly
- Rebuilt asteroid tileset/scene
- Added a start room to asteroid tileset
- Setup asteroid level generation flows
- Game starts straight into asteroid tileset for now
- Rebuilt asteroid tileset prefabs/rooms
- Added doors to asteroid test rooms
- New area 2 bug enemy
- Sine wave movement
- Reduced Alarm Bot helath from 50 to 40
- Some spawner rework to make them more flexible
- Added BD node to set laser lengths
- Enemy wip