userAdam Wcancel
repospaceshootercancel

1,632 Commits over 578 Days - 0.12cph!

10 Years Ago
- Music now corretly changes back between town and level music each time.
10 Years Ago
- Rebuilt prefabs - Fixed a new bug with turrets firing when out of range/unaware - Added a abilities help tip UI popup after 30 seconds of a level when the player hasn't used an ability yet
10 Years Ago
- Rebuilt prefabs - Turrets are now enemy entities not just base entities. - Fixed turrets not always having a health bar and it usually being wrong
10 Years Ago
- Rebuilt prefabs - Increased number of crates across all the rooms - Added some spawn locations to beer tap room
10 Years Ago
- Removed Factory levels forced to level 1 debug
10 Years Ago
- ModifyHealth() now passes in the modifying object - Now track what killed the player and store it in DeathInfo - Gameover screen now shows you what killed you - Analytics now logs what killed you
10 Years Ago
- Wrapped Analytics.CustomEvent() calls in a new GameManager.AnalyticsEvent() function so I can ignore analytics logging in editor and do other stuff later.
10 Years Ago
- Analytics tracking: Level started. Mission finished. Exit portal used. New game started from gameover and how many deaths at that point. Exit from gameover and how many deaths at that point.
10 Years Ago
- Analytics: Level reached at gameover. Map viewed or not.
10 Years Ago
- Fixed a bug with me not being able to count
10 Years Ago
- Added a mini-map help tip for the first time the player enters a level
10 Years Ago
- Added an EntityTracker to keep lists of all BaseEntities and some of their components (like CameraPull) - BaseEntities register themselves with the EntityTracker on creation - Camera pulling stuff now usese the EntityTracker to get enemies with CameraPull
10 Years Ago
- Mission objective text onnly gets calculated and updated when the mission needs updating
10 Years Ago
- NRE fix
10 Years Ago
- Starting from 0, each level increases the number of allowed enemy abilities by 1 (up to the number of enemy abilities available) - Enemy abilities now have a propper description value
10 Years Ago
- Rebuilt prefabs - Increased size of beer tap collider - Reduced health of beer tap
10 Years Ago
- Levels now have increasing number of rooms - Levels now have increasing spawn budgets - Added Area scriptable object stuff to configure area specific...stuff. - Moved some other stuff over to area setup
10 Years Ago
- RoomSpawner can now use a budget multiplier
10 Years Ago
- Refactored a ton of enemy-player-aware checks - Pressing I will toggle invisiblty to AI
10 Years Ago
- RoomSpawner now holds a list of all the enemies it spawns and checks for when they're all killed
10 Years Ago
- Changed the way RoomSpawner spawns enemies. Each room now has a varying spawn budget and it spawns enemies until it runs out. Enemies cost more to spawn the more deadly they are.
10 Years Ago
- Enemy pack scriptable object rename
10 Years Ago
- Added SpawnCost value to enemy scriptable objects and assigned values
10 Years Ago
- Reduced the camera look offset amount from dist/2 to dist/4
10 Years Ago
- Reduced boozeburner max speed from 280 to 150
10 Years Ago
- added "LEVEL" text to mission generation screen
10 Years Ago
- Disabled GO button when starting a mission from mission select so it doesn't look like it's hanged
10 Years Ago
- Refactored a bunch of floor collision/height check stuff - Fixed enemies/crates etc not spawning at the correct height in areas above or below 0
10 Years Ago
- Fog fix for real
10 Years Ago
- Fog height fix
10 Years Ago
- Rebuilt prefabs - Mission definitions now provide the mission headline display text - Mission objective headlines are now shown when starting the level - Mission objective tracker now shows real description and object names
10 Years Ago
- Changed mission SO scene link to a string variable as the Object wasn't working in builds
10 Years Ago
- Rebuilt prefabs - Missions are now mostly setup from the Misison scriptable objects, including scene to load, mission text, DunGen tileset for mission room - Added a BaseMissionObject script. Apply it to any mission objects so the mission generation can find them - Added a new room, GoalRoom_BeerTaps as placeholder with mission object in. - Added a new DunGen tileset,FactoryGoal_BeerTaps_TileSet to contain the beer tap mission room.
10 Years Ago
- Time slow shield now resets enemies and projectiles to their previous speeds when it fades
10 Years Ago
- Made rotor damage the player - Rebuilt prefabs
10 Years Ago
- Turret audio for firing
10 Years Ago
- Removed exit time from floor turret animations so they pop up/down instantly
10 Years Ago
- Player ship explodes and screen fades out to red over a few seconds when dying, before switching to gameover screen
10 Years Ago
- Refactored game over code - Refactored new game code - Added a gameover screen - Can now start a new game straight from gameover - Added DeathInfo to track gameover stats like level reached etc
10 Years Ago
- Tweaked enemy + loot crate spawn roots on a per-room basic
10 Years Ago
- Increased volume, pitch and length of turret rise sound effect
10 Years Ago
- Added placeholder sound link for turrets popping up
10 Years Ago
- Fixed prefab building and updating tool - Updated all the rooms
10 Years Ago
- Made prefabs from newly rebuilt rooms - Added RoomSpawner script to rooms
10 Years Ago
- Added PrefabLink scripts to the rooms in Factory tileset scene and linked to their prefabs
10 Years Ago
- Added tool scripts for building prefabs from scene items
10 Years Ago
- Pressing M toggles sound
10 Years Ago
- Rooms now spawn loot crates
10 Years Ago
- Enemies now do collision damage to player
10 Years Ago
- Fixed another save/load bug