userAdam Woolridgecancel

10,937 Commits over 3,377 Days - 0.13cph!

8 Years Ago
- Fixed bug with weapons/launchers with a damage range always doing max damage
8 Years Ago
- Renamed Floor static class to WorldCollision and added WallTest(a, b) function which returns true if there's a wall between the two points - Teleport enemy ability now tries 5 times to place the enemy within the specified radius and inside the level, else it bails out until next teleport attempt
8 Years Ago
- Tons of gameplay changes
8 Years Ago
- Enemies can now pick any enemy ability, not just from a selection of 3 per mission - Removed generation of 3 enemy abilities at mission creation and display text on mission screen
8 Years Ago
- New Teleport enemy ability + placeholder effect - BaseMovement speed modifier reduction is now clamped to min of 0 for enemies and 0.5 for player
8 Years Ago
- Patchers now have a wider range of variance for their attack cooldown and evade distance
8 Years Ago
- New saves now default to equipping primary weapon slot after you've just died with secondary weapon equipped
8 Years Ago
- Fixed bug with being unable to progress passed boss mission - Deleted old script - Debug end missions key changed to N
8 Years Ago
- Increased factory spawn budgets - Think I fixed some factory rooms not spawning props correctly - Rebuilt tileset/scene
8 Years Ago
- Asteroid tileset tweaks - Made outdoor alcohol pump collider bigger so you can shoot them
8 Years Ago
- Asteoid level WIP/placeholder room work
8 Years Ago
- Troubleshooter build with more bugfixes and gameplay improvements
8 Years Ago
- Quickly hacked in the new base booster effect so I can do a prototypes build
8 Years Ago
- Downfall of the Spike!
8 Years Ago
- Enemies now have less chance of spawning cash (30%->10%) - Factory rooms now spawn less barrels
8 Years Ago
- Increased large factory room spawn budget min from 10-20 to 15-20 - Rebuilt factory tileset prefabs
8 Years Ago
- Reduced spawn cost of booze burner from 4 to 3 - F2 level stats screen now shows used spawn budget and spawn budget range per room - Current room is now yellow in F2 screen
8 Years Ago
- Disabled level depth + world progress budget spawn bonus for now - Massively increased all factory room spawn budgets - Rebuilt factory tileset prefabs
8 Years Ago
- BaseMovement decel speed is now also boosted by speed modifiers
8 Years Ago
- Branch ends/dead ends now spawn a speed pickup which makes the player move 50% faster until they enter a room they've not been in yet - Stuff can now subscribe to LevelPlayerTracker and be alerted when the player enters a new room for the first time - Added the speed pickup + code
8 Years Ago
- Reduced length of branchiness? of Your Round level flow - Started to move to level flows/archetypes per-mission, organised by mission folders
8 Years Ago
- Disabled level length multiplier (multiplier always set to 1)
8 Years Ago
- Increased fire rate of Screw You - Change level flow for Last Orders mission. Now longer (was way too short) and the space area is linear instead of branched
8 Years Ago
- Forgot to commit the scene change for feedback fix
8 Years Ago
- Troubleshooter update with bug fixes and feedback reporting fix
8 Years Ago
- Feedback reported uses new URL - Fixed a bug with missions autocompleting in editor when typing M in feedback tool ;)
8 Years Ago
- Added weapon switching to controls help panel in town
8 Years Ago
- Disabled cash shop interaction - Increased interaction range of nutsexchange
8 Years Ago
- Your Round mission now uses correct enemy pack
8 Years Ago
- Current weapon slot is maintained between levels
8 Years Ago
- Weapon saving fix
8 Years Ago
- WIP "good room to spawn a speed boost in" finder code
8 Years Ago
- Added current room name and level seed to F2 level stats menu
8 Years Ago
- Unfuck
8 Years Ago
- shader tidy
8 Years Ago
- Branched for gameobject tests
8 Years Ago
- Moved simplelod
8 Years Ago
- Cappeds shield drop bonus chance to 20%
8 Years Ago
- A succesfull roll to drop a Shield now only has 20% chance to actually drop if the player is at full shields. Instead, it has an 80% chance to increase the bonus chance of a shield dropping next time. Basically, less chance of dropping a shield at full shields, bonus chance builds up so there's a higher chance of getting a shield drop when you actually need one. - Reduced all enemy shield drop basic chances from 5% to 2%
8 Years Ago
- Shields will no longer be collected if you're already at max shields - BaseCollectable can now be overriden to decide if it should be collected and SuckIn script checks it
8 Years Ago
- SimpleLOD
8 Years Ago
- Added new build to Spaceshooter folder
8 Years Ago
- Deleted old spaceshooter folder
8 Years Ago
- Weapons are now automatically made the active weapon when you buy them - New saves default to having 1 nut to spend at the shop in town - The mission reward screen in town now notifies you everytime you return to town with spare nuts
8 Years Ago
- Splash and title screens updated with BG and logo
8 Years Ago
- Scriptable object definitions for modular item model system. Definitions only. Doesn't do anything yet
8 Years Ago
- Added Room and RoomSpawner components to the current Ice Cave rooms - Removed some junk from SpawnLocation - Added Ice Cave enemy pack - Started Ice Cube harvester gameplay code - Rebuilt Ice Cave prefabs
8 Years Ago
- Mission lockoffs
8 Years Ago
- Plasma collider tweak
8 Years Ago
- Stopped basic blaster projectiles going through everything!!!!