1,632 Commits over 578 Days - 0.12cph!
- TestBed tool bug/crash fixes and now supports loading any tileset room
- Bugs now have less health. 4->2
- Vacuum launchers fire less frequently
- Reduced duration of vacuums
- Sine movements now check for owning entity player awareness
- Spawn chance and costs adjustments (nerfs) for asteroid tileset
- Fixed rotation of alarm bot
- Reduced health of Alarm Bots to 30 from 40
- Increased spawn budgets of asteroid test rooms
- Deleted unused enemy packs
- Setup enemy definitions for area 2 enemies
- New enemy pack for asteroid tileset
- Added loot components to area 2 enemies
- Asteroid tileset now spawns enemies
- Reworked Block_Gate prefab slightly to match others
- Added spawn locations to asteroid test rooms
- Asteroid gates now function correctly
- Rebuilt asteroid tileset/scene
- Added a start room to asteroid tileset
- Setup asteroid level generation flows
- Game starts straight into asteroid tileset for now
- Rebuilt asteroid tileset prefabs/rooms
- Added doors to asteroid test rooms
- New area 2 bug enemy
- Sine wave movement
- Reduced Alarm Bot helath from 50 to 40
- Some spawner rework to make them more flexible
- Added BD node to set laser lengths
- Enemy wip
- Added new BD nodes for getting entity health percent and setting Rotate3D speed
- More new enemy types WIP
- Laser Rays can now be set to start active
- Placeholder moving quad laser enemy prefab
- New WIP area 2 enemy, vacuum launcher
- Added some randomness to bouncer charge
- More work on area 2 enemy
- Booze Burner behaviour tree
- Accelerate action node can now be set to accelerate away from target
- Flamethrower script reworked to just be a toggle and damage logic, toggling moved to behaviour tree
- Deleted some shit
- More tidy up and annotated Bouncer BT
- Bouncer now activates boost
- EnemyAbilityBoost no longer controls activation/deactivation
- Added ActivateBoost BD task node
- Removed debug nodes and trimmed some unneeded nodes from Bouncer BT
- Bouncer progress
- StopMovement BD node
- Accelerate and StopAccelerating action code
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing
- Added Behaviour Designer
- Reimported some old stuff to fix errors after adding BD
- More ice level testing stuff
- New enemy type now has 100% chance of teleport ability, shoots revenge mortars
- Any entity can now be launched as a mortar, and mortar script is addded at launch by the MortarLauncher
- Removed specific mortar spikey prefab and replaced with an alternate, generic fast spikey prefab
- Mortar stuff refactoring
- Ice level enemy trest
- Some asteroid room rough tests
- Started Asteroid tileset / room / flow / archeteype / prefab setup stuff
- Reduced chance of bouncers spawning
- WIP bouncer rework (bigger, faster and with charge attack (needs wind-up still)
- Cocktail launcher now auto not single click
- Patchers now fire more aggresively
- Reduced amount of cash dropped from crates, but increased chance of cash drops over items/abilities
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall