1,632 Commits over 578 Days - 0.12cph!
- Buzzsaw works how it first did again
- Projectile fix
- Made laser link better
- Added multiple exits to rooms
- Changed camera offsets from -135 to -190 so the camera sits slightly further to the bottom of the ship
- Added FactoryRoomK
- Patchers fire less per burst
- Tools now auto save scene after updating prefabs instead of prompting to save
- Reduced entity wander range
- Room tweaks
- Reduced spawn cost of some enemies
- Reduced spawn weighting of spikeys
- Added factory rooms H and I
- FactoryRoomC gameplay changes
- FactoryRoomD gameplay changes
- Added a turret missile tile to Rotorz
- New factory room and tweaks th others
- Laser turrets default to not changing direction
- Can now press R in testbed to regen and restart the current room
- Reworked some level building code
- Testbed now stores lists of rooms by tileset and tilesets by area
- Can now play straight into Testbed scene with the selected room from Editor loaded. Player collision auto disabled in testbed scene. Returns back to previously loaded editor scene when play is stopped.
- New options in the custom Play window
- WIP testbed launching into selected room (don't click the new button yet)
- Room rotations are now correctly copied when creating prefabs and re-applied when loaded in testbed
- Testbed progress, now scans through all tilesets and builds list of rooms in the game, can page up/down to cycle through current loaded room
- More folder tidy up
- Added a testbed scene (doesn't do much yet)
- Tileset is marked as dirty and so saved correctly when updating rooms
- Progress bar defintely clears now ;)
- Now auto save asset DB after prefab updates
- Clear progress bar
- DunGen tileset now gets cleared when updating rooms so it's entirely managed by room update tool
- Added a completion console message when update has finished, clicking it will select the DunGen tileset that was just updated
- Added progress bar to room building tool and added just update option to PlayFromScrene window
- More export tool work to make it faster/easier to make rooms
- Reduced health of spikeys
- Defaulted camera to 70 fov
- Camera FOV test toggles
- Spikeys are more likely to move towards player
- Added a script to display turret names/type as labels in editor when editing rooms
- Added a laser turret tile to Rotorz (only setup as an individual tile so far)
- More factory room work
- More tool work, test rooms
- Hid a bunch of stuff in inspector for Room and RoomSpawner
- RoomSpawner is now a required component of Room so it gets autoadded
- Reworked prefab update tool some more
- Test room
- Deleted mission SO folder
- Removed TileEd scene and TileEd
- removed unused pathfinding plugin
- removed unused play maker
- Updated Particle Playground
- Massive purge and rework of the way levels/areas are handled and levels built.
- Removed all the MissionBuilder stuff and integrated the relevant bits to LevelBuilder.
- Removed loads of mission shit that's not needed anymore to clean up the whole process.
- Removed some area flows and started to streamline the whole area setup shit too