1,632 Commits over 578 Days - 0.12cph!
- More pipe dungeon work
- Screw you damage increased to 2-5 from 2-4
- Now defaults to m/k controls when bypassing control select screen in editor
- Made some test pipe rooms
- Made a factory pipes flow/archetype/everything else
- Test pipe mission
- Rebuilt factory tileset
- Ability balance changes
- Increased spawn cost of Bouncer from 2 to 3
- Rebalanced some weapons now I've fixed some bugs that made them worse than they should have been previously
- Fixed BaseProjectile bugs
- Fixed bug with weapons/launchers with a damage range always doing max damage
- Renamed Floor static class to WorldCollision and added WallTest(a, b) function which returns true if there's a wall between the two points
- Teleport enemy ability now tries 5 times to place the enemy within the specified radius and inside the level, else it bails out until next teleport attempt
- Tons of gameplay changes
- Enemies can now pick any enemy ability, not just from a selection of 3 per mission
- Removed generation of 3 enemy abilities at mission creation and display text on mission screen
- New Teleport enemy ability + placeholder effect
- BaseMovement speed modifier reduction is now clamped to min of 0 for enemies and 0.5 for player
- Patchers now have a wider range of variance for their attack cooldown and evade distance
- New saves now default to equipping primary weapon slot after you've just died with secondary weapon equipped
- Fixed bug with being unable to progress passed boss mission
- Deleted old script
- Debug end missions key changed to N
- Increased factory spawn budgets
- Think I fixed some factory rooms not spawning props correctly
- Rebuilt tileset/scene
- Asteroid tileset tweaks
- Made outdoor alcohol pump collider bigger so you can shoot them
- Asteoid level WIP/placeholder room work
- Quickly hacked in the new base booster effect so I can do a prototypes build
- Enemies now have less chance of spawning cash (30%->10%)
- Factory rooms now spawn less barrels
- Increased large factory room spawn budget min from 10-20 to 15-20
- Rebuilt factory tileset prefabs
- Reduced spawn cost of booze burner from 4 to 3
- F2 level stats screen now shows used spawn budget and spawn budget range per room
- Current room is now yellow in F2 screen
- Disabled level depth + world progress budget spawn bonus for now
- Massively increased all factory room spawn budgets
- Rebuilt factory tileset prefabs
- BaseMovement decel speed is now also boosted by speed modifiers
- Branch ends/dead ends now spawn a speed pickup which makes the player move 50% faster until they enter a room they've not been in yet
- Stuff can now subscribe to LevelPlayerTracker and be alerted when the player enters a new room for the first time
- Added the speed pickup + code
- Reduced length of branchiness? of Your Round level flow
- Started to move to level flows/archetypes per-mission, organised by mission folders
- Disabled level length multiplier (multiplier always set to 1)
- Increased fire rate of Screw You
- Change level flow for Last Orders mission. Now longer (was way too short) and the space area is linear instead of branched
- Forgot to commit the scene change for feedback fix
- Feedback reported uses new URL
- Fixed a bug with missions autocompleting in editor when typing M in feedback tool ;)
- Added weapon switching to controls help panel in town
- Disabled cash shop interaction
- Increased interaction range of nutsexchange
- Your Round mission now uses correct enemy pack
- Current weapon slot is maintained between levels
- WIP "good room to spawn a speed boost in" finder code
- Added current room name and level seed to F2 level stats menu
- Branched for gameobject tests
- Cappeds shield drop bonus chance to 20%
- A succesfull roll to drop a Shield now only has 20% chance to actually drop if the player is at full shields. Instead, it has an 80% chance to increase the bonus chance of a shield dropping next time. Basically, less chance of dropping a shield at full shields, bonus chance builds up so there's a higher chance of getting a shield drop when you actually need one. - Reduced all enemy shield drop basic chances from 5% to 2%
- Shields will no longer be collected if you're already at max shields
- BaseCollectable can now be overriden to decide if it should be collected and SuckIn script checks it
- Weapons are now automatically made the active weapon when you buy them
- New saves default to having 1 nut to spend at the shop in town
- The mission reward screen in town now notifies you everytime you return to town with spare nuts
- Splash and title screens updated with BG and logo
- Scriptable object definitions for modular item model system. Definitions only. Doesn't do anything yet
- Added Room and RoomSpawner components to the current Ice Cave rooms
- Removed some junk from SpawnLocation
- Added Ice Cave enemy pack
- Started Ice Cube harvester gameplay code
- Rebuilt Ice Cave prefabs