11,445 Commits over 3,561 Days - 0.13cph!
- Massively increased the range of coin suck-in
- Added a very small random delay before suck-in activates so you can see coins before they're sucked in now the range is bigger
- Placeholder collect item made a bit more obvious with rotation and can now be collected
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc
- Added Room script to all Factory rooms
- Updated prefabs/scene
- Mission definitions can now set if their mission object locations use the screen-edge arrow navigation stuff or not
- BuildMission now spawns any mission specific objects across the level if required
- Mission system now works with collect missions
- Added a whitebox collect mission prefab
- More spawning changes
- more collect mission work
- Setup menu items for creating Collect missions
- Added collect mission scriptable object types
- Moved some spawn location stuff to SpawnLocations static class and added functions to find spawn locations per-room and per-level
- Started getting collection missions working
- Doubled max level generation attempts to 40
- Slightly changed the mission generation screen to show mission title and mission text
- Setup mission scriptable objects with Buck's text for booze tap and boss missions
- Logging the chosen seed again
- Updated to DunGen beta 2.7
- LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
- Removed access to some old screens/features
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
- Patcher glue now has a 15 degree random angle offset
- Reworked radius blast stuff
- Enemy_Bomb now does area damage on detonate
- Projectiles can now have a random direction offset range
- Removed old blast stuff
- Added placeholder bomb projectile
- Projectiles can now decelerate
- Removed unused Patcher Glue prefab
- Slight refactor of projectiles
- Graphics options
- Graphics default to medium
- Less Fantastic quality profile
- Quit button highlights to red
- Merged graphics options and escape/options menu UI to main
- ControllerNavigation now sends action1/action 2 button presses
- UIScreenBase now handles interacting with it's screen UI elements
- New UI code for base screen and interactable elements now work with new ControllerNavigation component
- More WIP options screen UI
- Added ControllerNavigation component for gamepad up/down/left/right with repeat time/delay etc as I've pasted the same code about 100 times now
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
- Moved vignette/analogue tv from high to medium
- Shader/image effect quality settings
- Tons of meta files ?
- Excluded some cheat stuff from build
- Fix for the resolution reverting to 720p
- Added a shittier quality profile
- Enemies start using abilities from the first level not the second now
- Put boss back to 3rd mission again ;)
- Dulled down the flash hit effect on TT
- TT mission now ends correctly