userAdam Woolridgecancel

10,933 Commits over 3,377 Days - 0.13cph!

8 Years Ago
- more asteroid stuff
8 Years Ago
- TestBed tool bug/crash fixes and now supports loading any tileset room
8 Years Ago
- 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
8 Years Ago
- Fixed rotation of alarm bot
8 Years Ago
- Reduced health of Alarm Bots to 30 from 40 - Increased spawn budgets of asteroid test rooms
8 Years Ago
- Deleted unused enemy packs
8 Years Ago
- 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
8 Years Ago
- Reworked Block_Gate prefab slightly to match others - Added spawn locations to asteroid test rooms - Asteroid gates now function correctly - Rebuilt asteroid tileset/scene
8 Years Ago
- Added a start room to asteroid tileset - Setup asteroid level generation flows - Game starts straight into asteroid tileset for now
8 Years Ago
- Rebuilt asteroid tileset prefabs/rooms
8 Years Ago
- Added doors to asteroid test rooms
8 Years Ago
more testing
8 Years Ago
more
8 Years Ago
- MD
8 Years Ago
- New area 2 bug enemy - Sine wave movement
8 Years Ago
- Reduced Alarm Bot helath from 50 to 40
8 Years Ago
Area2-AlarmBot enemy
8 Years Ago
- Some spawner rework to make them more flexible
8 Years Ago
rename
8 Years Ago
- Added BD node to set laser lengths - Enemy wip
8 Years Ago
- Added new BD nodes for getting entity health percent and setting Rotate3D speed - More new enemy types WIP
8 Years Ago
- Laser Rays can now be set to start active - Placeholder moving quad laser enemy prefab
8 Years Ago
- New WIP area 2 enemy, vacuum launcher
8 Years Ago
- Added some randomness to bouncer charge - More work on area 2 enemy
8 Years Ago
- 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
8 Years Ago
Merged AI back to main
8 Years Ago
ignores
8 Years Ago
cheats work in build
8 Years Ago
- component fixes
8 Years Ago
- More tidy up and annotated Bouncer BT
8 Years Ago
- Bouncer now activates boost - EnemyAbilityBoost no longer controls activation/deactivation - Added ActivateBoost BD task node
8 Years Ago
- Removed debug nodes and trimmed some unneeded nodes from Bouncer BT
8 Years Ago
- Bouncer BT cleanup
8 Years Ago
- Bouncer progress - StopMovement BD node
8 Years Ago
- WIP cooldown ai stuff
8 Years Ago
- more bouncer ai tests
8 Years Ago
bit more AI
8 Years Ago
- Started new bouncer AI
8 Years Ago
- Accelerate and StopAccelerating action code
8 Years Ago
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing
8 Years Ago
more
8 Years Ago
set some conditional aborts WTF they are. Fixed it though!
8 Years Ago
more
8 Years Ago
more more
8 Years Ago
More
8 Years Ago
- Backing up before I try and figure out how to use multiple BTs
8 Years Ago
- Fixes
8 Years Ago
- More Behaviour Tree learning
8 Years Ago
- Started porting the simple AI to Behaviour Designer as a learning exercise
8 Years Ago
- Added Behaviour Designer - Reimported some old stuff to fix errors after adding BD