userAdam Woolridgecancel
branchspaceshooter/maincancel

1,377 Commits over 578 Days - 0.10cph!

8 Years Ago
- More purging
8 Years Ago
- Purging / cleanup
8 Years Ago
- Commenting to track which stats I've implemented
8 Years Ago
- Ability cooldowns can now be overrided to be modified by item modifiers - Boost ability cooldown overriden to be modified by items
8 Years Ago
- Stats cleanup, default values
8 Years Ago
- Item tests
8 Years Ago
- Item stat modifiers now stack and calculate correctly
8 Years Ago
- More item / stats work
8 Years Ago
- More item stats work
8 Years Ago
- Merged stat groundwork to main
8 Years Ago
- Player damagestate anim layer now gets turned on when < 3 health
8 Years Ago
- Added a WallHitEffect prefab link to BaseEntity for an effect to play when stuff... hits a wall
8 Years Ago
- BaseProjectiles now have a separate Fade definition in inspector - Impact and Fade effects can be set to take the forward direction of their projectile - Refactored some BaseProjectile stuff and removed some unnecessary calls to old object pooling setup - Tidied up BaseProjectile inspector into groups
8 Years Ago
- Stopped a bunch of object pool instantiations that are no longer used
8 Years Ago
- Removed some unnecessary colliders from enemy prefabs
8 Years Ago
- Added health values to playership models for the parts to disappear - Rebuilt player prefab - Levelup screen model now reflects current player health too - Increased health of spikeys from 2 to 4
8 Years Ago
- Weapon firing events and setup for EntityAnimator / EntityEvents
8 Years Ago
- Weapons get dropped backward
8 Years Ago
- WorldCollision.WallTest now returns the hit info
8 Years Ago
- Weapons
8 Years Ago
- Increased blaster projectile speed from 800 to 1200, increased collider size
8 Years Ago
- Halved the weapon switch time
8 Years Ago
- Added weapon switch anim - EntityEvents and EntityAnimator now handle weapon switch events - Can no longer fire whilst changing weapons (1sec)
8 Years Ago
- Entity animator now lerps roll/pitch
8 Years Ago
- type fix on splash screen
8 Years Ago
- removed some text from level start screen
8 Years Ago
- Reduced explosion cam shake some more - AIRandomMovement now has a chance to stop moving
8 Years Ago
- Removed random offset for cocktail launcher
8 Years Ago
- Increased blast radius of cocktail launcher and increased damage, enabled player damage
8 Years Ago
- XP now resets properly
8 Years Ago
- Reduced loading time of level start/level up screen - Other bits
8 Years Ago
- Switch XP / room bonus bars around
8 Years Ago
- Number of level ups is now stored and XP can rollover - Added level up text to bar when levelups pending
8 Years Ago
- Refactored earlier XP test code - Rebuilt player prefab
8 Years Ago
- Bit more
8 Years Ago
- Level up screen WIP
8 Years Ago
- XP stuff
8 Years Ago
- Temp
8 Years Ago
- Removed large rooms from factory tileset
8 Years Ago
- Rooms, turrets, and reduced cam shake
8 Years Ago
- Increased the speed of game over fade - Missile sound
8 Years Ago
- Added gates to rest of the rooms - Gate sounds
8 Years Ago
- Added special collision to gates so enemie and projectiles can't pass through
8 Years Ago
- Missed one
8 Years Ago
- Bunch of stuff
8 Years Ago
- Animation work
8 Years Ago
- Started EntityEvents system for reporting events for animation etc - Big purge of BaseEntity and related dead code
8 Years Ago
- Added shoulder slots to PlayerShipModels - Rebuilt playership prefab
8 Years Ago
- BreakApart script can now specify if the order should be random or not, and the order is now correct
8 Years Ago
- Playership prefab rebuild