1,632 Commits over 578 Days - 0.12cph!
- Increased player turn speed from 10 to 20
- moved time slow shield to left trigger while it's temp forced unlocked
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
- Added gates to beer tap room
- RoomSpawner now knows when a room has been cleared of it's spawned enemies
- Added RoomLockin script that shuts any doors in a room until the room is cleared
- Deleted my old placeholder gate
- Beertap rooms and RoomA are now lockin rooms (100% chance for now)
- Pipe gate animation controller state exit times disabled
- Door work
- Changed corridor_gate state IDs and animation controller to remove delays between state changes
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
- Removed the 4 turret turret from Area1 spawn table
- Increased aggro range of the spikers
- Shitty, temp fix for memory leak. Need to move to using object pooling globally.
- Fixed a material leak in OutlineEffect
- Mid rework of TT boss fight
- lasers in TT fight now flash for a second (and do no damage to the player) as they turn on to avoid doing cheap damage to player
- Added quick idea description to whitebox scene
- Quick whitebox scene test
- Added spawn location to TT
- Removed some components from TT objects that shouldn't have been there
- Area scriptable object definitions can now be set to not generate a proc level
- Level builder can now handle pre-made levels (like boss areas)
- Added mission and area definitions for Timmy Turrets boss fight
- TT boss fight can now be started from the scene
- Added TT mission to mission generator
- Re added levels to build settings
- FInished first pass of Timmy Turrets gameplay. Needs major code refactor and polish. And art. And probably some balancing too.
- Phase 3 laser positioning anims
- More Timmy Turrets phase 3 code + anims
- Started coding Timmy Turrets boss fight
- Placeholder Timmy Turrets animations for up/down
- Timmy Turrets wip boss fight
- Mission creation now spawns the player at EntranceMissionLocation object if there's one present, otherwise defaults to 0,0,0 (middle of first room in a level )
- Standalone floor base prefab
- Added a 4 turret floating turret
- Reduced cooldown timers from 15 to 10 seconds
- Decreased the suck-in range of energy batteries so the player has more risk to collecting them mid-fight
- Enemies now have the ripple effect again (only spikey thigns had it)
- Shield pickups in
- Enemies have 1% chance to drop shield
- Crates have 2% chance to drop shield
- Changed currency stuff to yellow/gold
- Rooms now store a list of their spawn locations before deleting the spawner scripts
- BaseEntities that are spawned by a room now keep a reference to their parent room
- Area1 budget multiplier 0.75->1
- BaseProjectile can now set it's own effect volume
- Reduced player weapon shoot + impact volumes
- Added an aiming guide that's always visible when firing
- Further reduced health of turrets
- Turrets now have a chance to drop cash as well, and drop slightly more cash than other stuff
- Reworked the mission headline popdown window so that Thai's really long mission objective title fits
- Changed beer tap mission headline to "Destroy the Alcohol Refueling Station" and mission tracker description to Alcohol Pump
- Fixed the fire effect appearing at the start of every level