1,632 Commits over 578 Days - 0.12cph!
- Started filling whitebox level with spawns
- More whitebox level work
- Made some simple whitebox prefabs for level tests
- WIP new rough level layout idea
- Missions now check for fail state
- Objectives can now have countdown timers. (Needs UI hooking up and fail state)
- Reduced the frequency of tants
- Enemies now have a max distance they can move from their starting position before they snap back. (needs a teleport/pathfind home)
- Made enemies less chatty
- Temporarily removed the Summon ability until there's an effect for it, as it's just confusing without one
- BreakApart component now has a health multiplier, so you can make all parts break off before 50% health etc
- Bouncer shield is now completely destroyed by 50% health, leaving the little dude inside to attack you
- Doubled the health Bouncers receive per-level
- Loot containers now have 100% chance to spawn an item
- Bouncer outerlayer/shield now breaks apart as it loses health
- More placement of workerbots
- Workerbots now use their cutting effect tool in random bursts
- Placed some workerbots throughout areas of 1-1
- Moved stuff out the way
- WIP objectives UI rework
- Buzz Saw now starts returning to the player after 0.7 seconds instead of 1.
- Removed old unused Buzz Saw prefab
- Space Mechanics fuckabout
- Enemy chatter fix for non aware enemies
- Area1 work
- Added some placeholder taunts to Bouncers
- Changed loot spawn percenteges for qualities
- Enemy chatter offset can be specified per enemy
- Made minimap/map stand out more
- Added trails to loot items that match the item colour
- Tweaked loot hoover beheaviour
- Setup loot container to use the new model, added explosion effect and hit effect
- Deleted old unused container prefab
- Toned the item glown back down a bit
- Loot now glows the color of the item colour, white, green, yellow.
- Loot now uses the new model
- Loot names are no longer visible in the world
- Loot containers now have the new LootTable script on them so they actually drop loot :)
- Speech bubble changes
- Added some temporary, enemy-specific taunts
- Added noob-simple tutorial text panel to Area0
- Restructured Area0 and Area1_1 hierachy to support level swapping again
- ChangeLevel can now toggle specific objects
- Area0 boss now drops a specific loot item
- Reworked Area0 to be more open and noob friendly
- Mission items for Area0
- Removed DX11 option from list, until it breaks something @Ezmeow
- Loot now spawns with a slight delay between each item dropped and scales in
- Loot names are no longer parented to the item and items no longer rotate
- More LootDrop changes
- Added standard loottable to area 1 enemy prefabs
- Elite enemies now access loottable instead of the old method
- Lowered default loot table values
- Checked in area work from other day
- New files I forgot to commit in the commit 5 seconds ago
- Reworked LootDrop into LootDrop and LootTable so enemies can have specific loot tables as well as area specific loot tables, as well as random loot.
- Reworked some level select items
- Level work