11,445 Commits over 3,561 Days - 0.13cph!
- Weapon switch ability button now shows the correct button text when using gamepad
- Slowed down glue projectiles
- Fixed gamepad button display text for pickup weapon
- Increased player acceleration from 1800 to 4000 (*****THIS'LL BE A MANUAL MERGE CONFLICT LATER*****)
- Increased size of enemy mini map markers
- Reduced spawn budget for smallest rooms
- Reduced speed of spikeys
- Increased size of all enemies
- Fixed some problems with detecting correct exit door. All rooms should started locked properly now and only the exit door opens when room is cleared, not all doors.
- Item definitions now have an unlock level
- Added simple ItemDatabase that can return random weapons/items of upto specified unlock level
- Weapon drops now use the ItemDatabase to get an unlocked weapon
- Switched weapon pickup and weapon swap button bindings on gamepad
- Spikeys now have less chance to move towards the player each new movement direction tick
- Mortar launcher now ensures mortat target positions are within the level area.
- Spawned spikeys also have the new movement behaviour
- Removed RoomF from factory tileset as it's knackering everything up
- Made a new random AI movement component. % chance to move towards player, else move in a random direction, every x-x seconds
- Applied new movement to spikeys
- Added an alarm sound effect when low on portal energy
- Rooms can now specify a random range for how many weapon drops to assign to it's enemies
- All invidivudal enemies have had chance to spawn weapons set to 0
- Lowered crates chance of weapon spawning
- Increased number of loot crates per room
- Loot crates have less chance of dropping ammo
- Portal timer and energy tweaks
- Portal timer text now flashes when low on time
- Added lockable doors to all Factory room setups
- RoomLockIn now gets added to all rooms
- All rooms (should) lock in when entering them now
- Timer doesn't start until you exit the starting room
- Slowed SuckIn speed
- Removed mission objective notification
- Mission screen now shows area names instead to show progression, removed all mission icon stuff
- Exit portals auto activate when in range now, no input required
- Added an exit room with portal
- Added pickup weapon binds to PlayerButtonSet for controller/mk
- All enemies now have 100% chance to drop portal time and have a predetrmined amount, per enemy
- Reduced the amount of portal time awarded per room
- Increased the amount of time awarderd per coin/energy
- Your current weapon no longer gets dropped when picking up a new weapon. Gets destroyed.
- Roomspawner global scale budget set to 1
- Added a sound when picking up a weapon
- Removed some doors from factory rooms to eliminate inter-room backtracking
- Ripped out some more unused stuff, cut down some loading times slightly
- Moved steam manager to splash screen
- Reworked start screens flow
- Added button text to weapon pickups
- Renamed some weapons
- Weapon names now appear above weapon pickups when in range to collect
- Level progress bar work
- Rooms are now assigned invididual time allowances and when the level is generated, the total time allowed is calculated
- Set some initial time values
- Added a portal energy timer which counts down, gameover if it reaches 0 and the level exit portal closes before you reach it
- "Cash" from dead enemies now replenishes portal energy
- Room tweaks
- Flattened out the depth chance curve of rooms
- Fixed another bug with flashing health
- Increased chance of spikey spawners and patchers
- Lowered the health of the spikey spawner
- Removed the debris chunks that look stuff you should collect from all the enemies
- Reduced last orders mission length to 4 rooms
- Added Spawner Spikeys that spawn a bunch of normal spikeys when killed
- Can now click middle mouse to collect weapon
- Launchers can be set to destroy themselves after completing a cycle
- Fix for healh bar not stopping flashing
- Added no ammo click noise when trying to fire a weapon with no ammo
- BaseEntity can now be set to spawn specific items
- Lowered turet health values 20->16
- Rooms now spawn more loot barrels
- Loot spawner bug fix
- Rebuilt factory tileset
- Ammo placeholder UI and switching
- Speed boost duration and cooldown reduced further
- Enemies/containers can now drop ammo
- Ammo drops have an 80% chance to drop ammo type for one of your equipped weapons or 20% chance to be a random ammo type
- Player health bar now flashes when <= 2 health and 0 shields
- Loose cannon damage is now 2-2 from 1-2
- Flash component can now take a target gameobject to flash and caches it's own renderer
- Can now switch weapons with the mousewheel as well as Q
- Cash now disappearsa after 10 seconds, to encourage the player to head into danger. Starts flashing after 6 seconds
- Increased ammo cost of bolt gun
- Increased spawn weighting of spikers
- Reduced ammo cost of loose cannon