1,632 Commits over 578 Days - 0.12cph!
- Changed the way weapon items work
- Weapon loot stats are now randomised and based on item level
- LootDrop now has a chance to drop the reworked Weapon item
- Patcher glue tweaks. Faster, bigger.
- More Patcher tweaks, much faster and more evasive
- Slightly increased size of turrets
- Patchers now move fast, turn faster and retreat further to evade player
- Fix for Patcher behaviour because animator wasn't found
- Area1 changes from yesterday?
- Made a Pipe Spawner prefab
- Area0 work
- Area1 changes to open up the level a bit as it's a noob area, started a gated trap area
- Area 0 mission setup with placeholders
- Bug fixes
- Dialogue/mission event improvements
- Made Area0 boss practically unlosable as it's about 3 minutes into the game
- Area0 work
- Rough Area0 boss
- Bouncer enemy work
- Area0 work
- BaseMovement now can be forced to use it's entity's forward direction instead of desired forward direction
- Added shaders to forced include (wip fixing something)
- Setup Bouncer enemy prefab with new model
- Area0 work
- More mission work for Area0
- Added placeholder Bar tab mission and mission text to Area0
- Started working on a rough introduction area
- Pause state work
- Special enemies now get visual effect
- Enemy work
- Increased explosion size
- Placeholder explosion debris is back
- Rearranged skill tree ability unlock levels/positions via the XML file
- Increased size, speed and travel distance of Buzz Saw
- Made the Bazz Suw placeholder model a bit more glowy
- Projectile knockback is now disabled by default
- Turrets now have a bit more default variance in firing rates
- Added text to gameplay UI below target health bar to show the name of any ability a special enemy has (Want to look at replacing this with clear ability icons later on)
- Special enemies now get 4x health up from 2x by default
- BaseEnemyAbility now gets a BaseEntity ref instead of EnemyShip
- Turrets now have a chance of spawning with the Shield ability
- If an enemy gets spawned as "special" and get's an extra ability, it also receives 2x as much health and loot drop chance is set to 100%
- Lots of enemy ability/manager changes
- Added healing beams enemy ability
- Tweaked values for healing/shielding
- Booze burners and patchers have a 20% chance of picking a random ability to spawn with
- Can now specify a random range for enemy ability durations
- Tweaked enemy shield values
- Reduced booze burner speed slightly
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have
- Reworked some enemy ability scripts to use new system and deleted some old unused ones
- Added AbilityPicker script as a starting point for enemy ability assignment
- WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
- Skill points are now awarded from level 2 onwards intead of 1
- Added targetted enemy health/name bar to top of gameplay UI
- Made targetFinder component
- Gave enemy prefabs real Name values
- Fixed hidden enemy in 1-1
- Reverted some random script changes that were causing errors??
- Level up panel now correctly shows if and how many unspent skill points are available
- Added a panel to gameplay UI ready to show when you have unspent skills
- Decreased item hoover range from 200 to 100
- Moved hit shader effect calling code to a component, EntityHitEffect, and made it a required component of BaseEntityt
- Made the values of hit effect accessible from the inspector
- Added the hit effect to enemy prefabs for area 1
- Patcher glue now is correctly set to destroy on impact
- Set camera shake values to somethig noticeable again on the new camera prefab
- Hit effect flash now has a shorter duration (0.05 instead of 0.1)
- Boozeburners, patchers and spikey things all now have loot chances
- Crates are no longer guaranteed to drop items
- Added small chance of health orbs to all loot drops
- Increased the amount of experience needed to level up
- Made starting weapon crappier
- Loot is now hoovered up when in range
- Increased size of placeholder loot model
- Clicking left stick now shows the names for all dropped loot items, if they've timed out and hidden.