11,445 Commits over 3,561 Days - 0.13cph!
- Improved the way items are sucked in
- Added Collect Range stat and item modifier
- Increased damage range of bombs
- More stat modifier defines
- New enemy ability: Martyrdom
- Added a placeholder enemy bomb prefab, pulse effect, and explosions
- Removed SECTR asset as it was never used
- Commenting to track which stats I've implemented
- Ability cooldowns can now be overrided to be modified by item modifiers
- Boost ability cooldown overriden to be modified by items
- Stats cleanup, default values
- Item stat modifiers now stack and calculate correctly
- Merged stat groundwork to main
- Branched for WIP item/stat modifiers and bonuses
- Player damagestate anim layer now gets turned on when < 3 health
- Added a WallHitEffect prefab link to BaseEntity for an effect to play when stuff... hits a wall
- BaseProjectiles now have a separate Fade definition in inspector
- Impact and Fade effects can be set to take the forward direction of their projectile
- Refactored some BaseProjectile stuff and removed some unnecessary calls to old object pooling setup
- Tidied up BaseProjectile inspector into groups
- Stopped a bunch of object pool instantiations that are no longer used
- Removed some unnecessary colliders from enemy prefabs
- Added health values to playership models for the parts to disappear
- Rebuilt player prefab
- Levelup screen model now reflects current player health too
- Increased health of spikeys from 2 to 4
- Weapon firing events and setup for EntityAnimator / EntityEvents
- Weapons get dropped backward
- WorldCollision.WallTest now returns the hit info
- Increased blaster projectile speed from 800 to 1200, increased collider size
- Halved the weapon switch time
- Added weapon switch anim
- EntityEvents and EntityAnimator now handle weapon switch events
- Can no longer fire whilst changing weapons (1sec)
- Entity animator now lerps roll/pitch
- type fix on splash screen
- removed some text from level start screen
- Reduced explosion cam shake some more
- AIRandomMovement now has a chance to stop moving
- Removed random offset for cocktail launcher
- Increased blast radius of cocktail launcher and increased damage, enabled player damage
- Reduced loading time of level start/level up screen
- Other bits
- Switch XP / room bonus bars around
- Number of level ups is now stored and XP can rollover
- Added level up text to bar when levelups pending
- Refactored earlier XP test code
- Rebuilt player prefab
- Removed large rooms from factory tileset
- Rooms, turrets, and reduced cam shake
- Increased the speed of game over fade
- Missile sound
- Added gates to rest of the rooms
- Gate sounds
- Added special collision to gates so enemie and projectiles can't pass through