11,449 Commits over 3,561 Days - 0.13cph!
- Double jump, movement tweaks
- Asteroid tileset test room changes. Disabled larger rooms, removed some of the extra filler stuff.
- Vacuum enemy nerfed a bit
- Tweaks to flows
- Added some more asteroid test rooms and added brush b variety to others
- Rebuilt asteroid tileset/prefabs
LevelBuilder now checks for NRE in planet prefab
- Fixed some enemies not having mini map icons
- Lowered number of main rooms in asteroid level flow by 1
- Current area fix
- Can now press P to auto finish the current level (for debug)
- Level loading screen fix
- Reworked enemy minimap icon code so play-time spawned-in enemies show
- Can no use the number keys to load any area from the level start screen (0=factory, 1=ice so far)
- Level select screen UI is now dynamic and built from scriptable objects
- Area definitions can now specify the order they're played in
- game now actually plays the areas in order, not just the hardcoded one
- more test rooms
- revenge launcher arc speed reduced
- 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