userAdam Wcancel

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

9 Years Ago
- SaveGame now tracks new health and shield values - Changed a bunch of stuff that used to effect/restore health values
9 Years Ago
- Added a game progress panel to the title screen
9 Years Ago
- Adding mission type name as temporary mission description/story text
9 Years Ago
- The highest area/level reached can now be tracked - Mission select screen now picks a random mission type for the current area/level (only visually atm) and lets you start the level
9 Years Ago
- Mission select UI work - Removed the skill point notification panel
9 Years Ago
- Mission select loads 1-1 by default so Thai can still get to it
9 Years Ago
- Mission select screen work
9 Years Ago
- Removed recall ability and related assets - Started making the new mission select panel work
9 Years Ago
- More mission select WIP
9 Years Ago
- New mission select screen WIP
9 Years Ago
- Town changes
9 Years Ago
- Changed the way objectives are handled/displayed
9 Years Ago
- More UI stuff
9 Years Ago
- UI tweaks
9 Years Ago
- Target health bar works again (converting all damage to integers broke it)
9 Years Ago
- Made basic plasma projectile chunkier - Tweaked the starting weapons that are available on the floor in town (placeholder way to get them)
9 Years Ago
- Death is now permanent and dumps you back to the title (until there's a propper death screen) - Added a fullscreen red flash when player is hit
9 Years Ago
- Unfucked some UI
9 Years Ago
- Health/shield bars are now large and flash when losing a block
9 Years Ago
- Health/shield bars blocks now have empty states
9 Years Ago
- Added a temporary flash hit effect to the playership when you lose a block of health/shield
9 Years Ago
- The player is now invulnerable for 1.5 seconds after getting hit
9 Years Ago
- Added shield to player - Replaced health/energy bars with new block style health and shield bars
9 Years Ago
- Ghetto converted damage types to int
9 Years Ago
- New healthbar test
9 Years Ago
- Title screen reworked/simpliefied. Now also only has 1 character slot. Pressing A either starts a new game or continues.
9 Years Ago
- The Roguening pt1
9 Years Ago
- Spawn timing changes for capture points and added turrets to spawn table
9 Years Ago
- Capture zone changes
9 Years Ago
- Capture mission spawn waves
9 Years Ago
- Mission work
9 Years Ago
- Typo fix
9 Years Ago
- Fixed LevelSpawnItem to correctly position items when they don't have a BaseEntity attached - Made capture mission spawner pick 3 capture locations from the available options - Removed some debug spam
9 Years Ago
- Capture mission spawners
9 Years Ago
- Setting up new capture missions in whitebox level
9 Years Ago
- Capture missions now check for completion
9 Years Ago
- More capture objective work
9 Years Ago
- Capture locations can now be captured - Made whitebox prefab for Capture location object
9 Years Ago
- Started new Capture mission type
9 Years Ago
- Started filling whitebox level with spawns
9 Years Ago
- Whitebox progress.
9 Years Ago
- Whiteboxing
9 Years Ago
- More whitebox level work
9 Years Ago
- Made some simple whitebox prefabs for level tests - WIP new rough level layout idea
9 Years Ago
- Missions now check for fail state
9 Years Ago
- Objectives can now have countdown timers. (Needs UI hooking up and fail state)
9 Years Ago
- Reduced the frequency of tants
9 Years Ago
- Enemies now have a max distance they can move from their starting position before they snap back. (needs a teleport/pathfind home)
9 Years Ago
- Made enemies less chatty
9 Years Ago
- Temporarily removed the Summon ability until there's an effect for it, as it's just confusing without one