userAdam Wcancel

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

9 Years Ago
- Player ship explodes and screen fades out to red over a few seconds when dying, before switching to gameover screen
9 Years Ago
- Refactored game over code - Refactored new game code - Added a gameover screen - Can now start a new game straight from gameover - Added DeathInfo to track gameover stats like level reached etc
9 Years Ago
- Tweaked enemy + loot crate spawn roots on a per-room basic
9 Years Ago
- Increased volume, pitch and length of turret rise sound effect
9 Years Ago
- Added placeholder sound link for turrets popping up
9 Years Ago
- Fixed prefab building and updating tool - Updated all the rooms
9 Years Ago
- Made prefabs from newly rebuilt rooms - Added RoomSpawner script to rooms
9 Years Ago
- Added PrefabLink scripts to the rooms in Factory tileset scene and linked to their prefabs
9 Years Ago
- Added tool scripts for building prefabs from scene items
9 Years Ago
- Pressing M toggles sound
9 Years Ago
- Rooms now spawn loot crates
9 Years Ago
- Enemies now do collision damage to player
9 Years Ago
- Fixed another save/load bug
9 Years Ago
- Objective waypoint arrow now pulses and scales
9 Years Ago
- Added RoomSpawner script which is responsible for spawning enemies from the mission's EnemyPack, up to a configurable cost, into the room - The level generation seed is now passed to spawners too, so enemy type and spawn locations can be reproduced
9 Years Ago
- Made a script tool to select all children of selected objects and deselect selected objects
9 Years Ago
- More
9 Years Ago
- Prefab script changes
9 Years Ago
- Made an editor tool to help quickly replace baked prefab rooms - Added a scene with all rooms in
9 Years Ago
- Entity animations can now play sounds on activate/deactivate
9 Years Ago
-EntityAnimationToggleActive now has option to make any child BaseEntityes aware of the player on activation (defaulted to true) -BaseEntities no longer de-aggro when out of range. Might need to revert this.
9 Years Ago
- Boozeburner max speed reduced to 280 from 300 - BB flamethrower first use cooldown is now varied by Cooldown + (0-Cooldown)
9 Years Ago
- Booze burner flamethrower now inherits velocity from ship - BB flamethrower now fires in bursts even when not in attack range of the player (but needs to be aware of player) - Gamepad vibration is now cleared on player death
9 Years Ago
- Boozeburner's flamethrower now damages the player. Massively OP
9 Years Ago
- Rotor/mixers now has a 50% chance to spin the other way ;)
9 Years Ago
- Added a shared, minimum cooldown of at least 15 seconds between enemy taunts, across all enemies.
9 Years Ago
- Enemy healing beams now charge up each heal over HPS seconds and then modify health every whole. - Enemy healing beams now heal for 1 health per second
9 Years Ago
- Fixed order of enemy abilities in manager
9 Years Ago
- Enemies no longer reset to start position when a long way from home
9 Years Ago
- Setup EnemyAbilityManager again - Enemies now have a 10% chance of spawning with one of the special abilities (currently just shield or heal) - Added enemy ability manager to init bootstrap
9 Years Ago
- Enemies now only aggro the player if they have clear LOS to the player (and in range)
9 Years Ago
- Ability icons now fade out darker when recharging - Set ability cooldowns to 15 second as initial test value
9 Years Ago
- The distance of BaseMovement's FloorCheck can be overriden - Increased the distance of Initial placement floor check of enemies
9 Years Ago
- Fixed impact audio effects not playing when the projectile is set to pierce - More placeholder audio stuff
9 Years Ago
- Explosion sound effects are now 3D - Deleted unused script
9 Years Ago
- Loot table changes for enemies (removed old item drops) - Enabled timeslow shield for testing, tweaked it some - More placeholder audio - Bug fixes
9 Years Ago
- Level generator now sets the public Seed value to the chosen seed if using a random seed - More placeholder audio
9 Years Ago
- Enabled BuzzSaw ability for testing - Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in - Buzz saw is larger - Buzz saw travels faster - Increased the aware distance of enemies - Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though) - Effects object pooler now creates new objects if none available to recycle - Reduced length of Factory1
9 Years Ago
- Increased movement speed of Booze Burner - Reduced health of enemies
9 Years Ago
- Revert debug values
9 Years Ago
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
9 Years Ago
- Level/mission generator script now makes itself the DunGen root object for the level - Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
9 Years Ago
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap - Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things! - Refactored more of the tracker UI
9 Years Ago
- Enemies now do one floor test on start of level to set their position without moving
9 Years Ago
- Disabled the mission generating sound effect as it's too annoying even for placeholder
9 Years Ago
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
9 Years Ago
- Enemy spawn pack SO added to destroy mission type
9 Years Ago
- town UI tweak
9 Years Ago
- Added a right stick click graphic to minimap UI - Removed old, unused gameplay UI prefab
9 Years Ago
- Split controls and welcome panels up. Control panel is always visible in town.