userAdam Wcancel

11,445 Commits over 3,561 Days - 0.13cph!

9 Years Ago
- Added shaders to settings
9 Years Ago
- Turretts typo fix in mission tracker
9 Years Ago
- Added anim event to launcher eject anim for when anim for camera shake - Reduced size of TT's projectile
9 Years Ago
- Moved the boss to the 2nd mission so people can try it out more easily
9 Years Ago
- TT boss fight fixes
9 Years Ago
- WIP launch sequence
9 Years Ago
- Increased LootContainer's shield drop chance to 7%
9 Years Ago
- Bosses are now only generated on the 3rd mission of an area, so there'll be a boss fight after every 2 normal missions, through all the areas. - Added BOSS text to mission generation screen to show the third mission will be a boss fight
9 Years Ago
- 3rd and 5th missions of an area are now boss fights, rest are normal
9 Years Ago
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
9 Years Ago
- Rebuilt prefabs - Increased speed of spikey thing - Added an OnDestroyEntityAnimation which can be used to trigger entity state changes/animations on a list of entities when the obejct gets destroyed - Changed beertap room fight so wall turrets spawn after each tap is destroyed
9 Years Ago
- Object pooler just always returns a new object for now
9 Years Ago
- Updated prefabs - Halved the health of beer taps
9 Years Ago
- Turnspeed 20->15
9 Years Ago
9 Years Ago
- Increased player turn speed from 10 to 20
9 Years Ago
- moved time slow shield to left trigger while it's temp forced unlocked
9 Years Ago
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
9 Years Ago
- Shope tweaks
9 Years Ago
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
9 Years Ago
- Added gates to beer tap room - RoomSpawner now knows when a room has been cleared of it's spawned enemies - Added RoomLockin script that shuts any doors in a room until the room is cleared - Deleted my old placeholder gate - Beertap rooms and RoomA are now lockin rooms (100% chance for now)
9 Years Ago
- Pipe gate animation controller state exit times disabled
9 Years Ago
- Door work - Changed corridor_gate state IDs and animation controller to remove delays between state changes
9 Years Ago
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
9 Years Ago
- Removed the 4 turret turret from Area1 spawn table - Increased aggro range of the spikers
9 Years Ago
- Shitty, temp fix for memory leak. Need to move to using object pooling globally.
9 Years Ago
- Fixed a material leak in OutlineEffect
9 Years Ago
- Rework
9 Years Ago
- More rework
9 Years Ago
- Mid rework of TT boss fight
9 Years Ago
- lasers in TT fight now flash for a second (and do no damage to the player) as they turn on to avoid doing cheap damage to player
9 Years Ago
- Added quick idea description to whitebox scene
9 Years Ago
- Quick whitebox scene test
9 Years Ago
- Added spawn location to TT
9 Years Ago
- Removed some components from TT objects that shouldn't have been there
9 Years Ago
- Area scriptable object definitions can now be set to not generate a proc level - Level builder can now handle pre-made levels (like boss areas) - Added mission and area definitions for Timmy Turrets boss fight - TT boss fight can now be started from the scene - Added TT mission to mission generator
9 Years Ago
- Re added levels to build settings
9 Years Ago
- FInished first pass of Timmy Turrets gameplay. Needs major code refactor and polish. And art. And probably some balancing too.
9 Years Ago
- more
9 Years Ago
- Phase 3 laser positioning anims
9 Years Ago
- More Timmy Turrets phase 3 code + anims
9 Years Ago
- Boss work
9 Years Ago
- More boss work
9 Years Ago
- Started coding Timmy Turrets boss fight
9 Years Ago
- Placeholder Timmy Turrets animations for up/down
9 Years Ago
- Timmy Turrets wip boss fight
9 Years Ago
- Mission creation now spawns the player at EntranceMissionLocation object if there's one present, otherwise defaults to 0,0,0 (middle of first room in a level )
9 Years Ago
anim
9 Years Ago
- Standalone floor base prefab
9 Years Ago
- Added a 4 turret floating turret