userAdam Wcancel
repospaceshootercancel

1,632 Commits over 578 Days - 0.12cph!

10 Years Ago
- Enemy/enemy pack stuff
10 Years Ago
- Fix for spawn locations in Area1_WIP1
10 Years Ago
- Enemy packs are now randomly picked by mission builder - Refactored some mission building stuff to be in a less stupid place
10 Years Ago
- Missed these
10 Years Ago
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies - More MissionBuilder work
10 Years Ago
- Fixed bug causing spawned enemies to reset to Vector3.zero
10 Years Ago
- Pack SOs now specify min/max spawn "costs" - Enemies are now spawned randomly within spawn location radius
10 Years Ago
- Made enemy SOs for area1 types - Enemy pack test for Area1 enemies
10 Years Ago
- Pipes dungeon test WIP
10 Years Ago
- Trying new camera code
10 Years Ago
- more cam stuff
10 Years Ago
- More camera code changes
10 Years Ago
- Added main camera prefab to town
10 Years Ago
New cam code and tweaks to main
10 Years Ago
- Town now shows up on main camera
10 Years Ago
10 Years Ago
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
10 Years Ago
Area2_WIP
10 Years Ago
- Spinning rotor blades in Pipes areas now hurt the player - Moved player death/deletion code to a central place - More whitebox level work
10 Years Ago
- Made a placeholder pipes-gate opening/closing animation - New pipes gate prefab - Set up pipes gate animation controller to use the state setup for the animation trigger code
10 Years Ago
- Entity animation states can now be customised and have a default set and states customised via inspector - Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
10 Years Ago
- Anythign with CameraPull script attached is now considered by the camera
10 Years Ago
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants - MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies - Some test rooms/fillers
10 Years Ago
- Minimap in minimised mode is now zoomed further out - Increased size of enemy indicators on mini map
10 Years Ago
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
10 Years Ago
- RoomB and Fill1
10 Years Ago
- Started level creation tools - Test scene for tools - Rotor collision prefab update
10 Years Ago
- Area variant spawning tool now maintains Fill prefab links so they can be easily editted and applied back
10 Years Ago
- Area variant spawning tool now sets the Fill prefabs as the first child to make them easier to find
10 Years Ago
- Added Dungen from Asset store. @ezmeow
10 Years Ago
- Purged camera and all related
10 Years Ago
- Disabled move direction lookahead until it's better
10 Years Ago
- Camera changes
10 Years Ago
- Camera fixes
10 Years Ago
- Minimap and map rotation now matches the main camera's current rotation
10 Years Ago
- Added Cash value to PlayerData
10 Years Ago
- Added current cash value display to gameplay UI - Removed old gameplay UI prefab
10 Years Ago
- Large view of minimap is now zoomed further out
10 Years Ago
BaseMovement now has public value for how high to fly above any floor colliders
10 Years Ago
- BaseMovement now has inspector value for floor check range. Defaults to 500 instead of 100
10 Years Ago
- Part 1 of refactoring skill definition/point XML definitions to be more generic so it can be used for shop/upgrades and anything else
10 Years Ago
- Part 2
10 Years Ago
- More
10 Years Ago
and lots more
10 Years Ago
XML
10 Years Ago
- WIP shop
10 Years Ago
- Mouse cursor is no longer hidden in editor
10 Years Ago
- Shop UI WIP - Upgrade work - Folder tidy
10 Years Ago
- More shop
10 Years Ago
- More upgrades/shop + UI