userAdam Wcancel

11,271 Commits over 3,500 Days - 0.13cph!

9 Years Ago
- Entity animation states can now be customised and have a default set and states customised via inspector - Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
9 Years Ago
- Made a placeholder pipes-gate opening/closing animation - New pipes gate prefab - Set up pipes gate animation controller to use the state setup for the animation trigger code
9 Years Ago
- Spinning rotor blades in Pipes areas now hurt the player - Moved player death/deletion code to a central place - More whitebox level work
9 Years Ago
Area2_WIP
9 Years Ago
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
9 Years Ago
9 Years Ago
- Town now shows up on main camera
9 Years Ago
New cam code and tweaks to main
9 Years Ago
- Added main camera prefab to town
9 Years Ago
- More camera code changes
9 Years Ago
- more cam stuff
9 Years Ago
- Trying new camera code
9 Years Ago
- Pipes dungeon test WIP
9 Years Ago
- Made enemy SOs for area1 types - Enemy pack test for Area1 enemies
9 Years Ago
- Pack SOs now specify min/max spawn "costs" - Enemies are now spawned randomly within spawn location radius
9 Years Ago
- Fixed bug causing spawned enemies to reset to Vector3.zero
9 Years Ago
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies - More MissionBuilder work
9 Years Ago
- Missed these
9 Years Ago
- Enemy packs are now randomly picked by mission builder - Refactored some mission building stuff to be in a less stupid place
9 Years Ago
- Fix for spawn locations in Area1_WIP1
9 Years Ago
- Enemy/enemy pack stuff
9 Years Ago
- Reworked scriptable object tools - Created enemy SO template
9 Years Ago
- Reworcked scriptable object creation menu tools to use new paths - EnemyPack scriptable object setup (empty) to be used to control enemy randomisation in levels/missions
9 Years Ago
- WIP changes to make enemy spawning better and work with mission randomisation
9 Years Ago
- Level changes to Area1_WIP1 ready to be broken into sections
9 Years Ago
- More mission randomisation stuff - Changed mission spawn location prefabs to work with new stuff
9 Years Ago
- Working towards picking and initing random missions
9 Years Ago
- Exit portals now call LevelFinished() before returning you to town - Area + level progression is now tracked and saved and reflected in mission screen - Level work
9 Years Ago
- level tweak
9 Years Ago
- Removed loads of missing components - Deleted loads of old unused assets/prefabs - Purged shit
9 Years Ago
- Moved more UI to central init - Null reference fixes
9 Years Ago
- Stuff I forgot to check in earlier
9 Years Ago
- Area1_1 now has placeholder entrances/mission so it can still be loaded
9 Years Ago
- UIWorldTextPanels now wait until they find a valid player instance - Removed some now-unused scripts from some enemies
9 Years Ago
- EnemyAbilityManager is now a simpleton - Removed current calls to EnemyAbilityManager as it's going to be incorporated into the new mission stuff
9 Years Ago
- Exit portals now return you to town - Level loading/changing is now completely different. Not additive. Complete level swap. - Removed some floating text
9 Years Ago
- Loads more startup reworking and everything related. Can now start the game in any leve from Unity and play, yay.
9 Years Ago
- More startup and level loading/changing changes
9 Years Ago
- Few changes after merge back to main
9 Years Ago
Merged back to main
9 Years Ago
- Unfuck part 2
9 Years Ago
- Unfuck part 1
9 Years Ago
- Branched to remove PHOTON and all the shitty startup code
9 Years Ago
- Mission manager is now responsible for spawning the exit portal
9 Years Ago
- An exit portal is now spawned at a randomly chosen location when a mission is completed
9 Years Ago
- More mission work and mission randomisation stuff
9 Years Ago
- New mission system can now spawn items in random positions from the scriptable object definitions
9 Years Ago
- Mission scriptable object/building work
9 Years Ago
- Started ScriptableObject tools to move to a better format for creating missions/objectives outside of a scene
9 Years Ago
- Start health/shield value can now be set to something other than their max values - Reduced start shield to 2