1,632 Commits over 578 Days - 0.12cph!
- Started some placeholder upgrades UI
- Added a "Delete Save File" button to the PlayFromScene tools panel
- Added UpgradeDatabase static class
- PlayerStats now applies upgrades when calculating modified stats
- Bit more upgrades stuff
- More upgrade system work, definition SO
- Started upgrade classes and definitions
- SaveGame will now serialize/deserialze upgrades
- WIP save data rework to move to shop stuff
- Reduced collection/UI range of pickups
- Added SmokeEffect slot to PlayerShip
- pickup panels are now a bit smaller
- Weapon and ability pickup UI is now only shown for 2 seconds at a time instead of 6
- Addded flashing GO text/anim to gameplay UI when a room is cleared
- 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