12,170 Commits over 3,712 Days - 0.14cph!
- Added a game progress panel to the title screen
- Adding mission type name as temporary mission description/story text
- 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
- Mission select UI work
- Removed the skill point notification panel
- Mission select loads 1-1 by default so Thai can still get to it
- Mission select screen work
- Removed recall ability and related assets
- Started making the new mission select panel work
- More mission select WIP
- New mission select screen WIP
- Changed the way objectives are handled/displayed
- Target health bar works again (converting all damage to integers broke it)
- Made basic plasma projectile chunkier
- Tweaked the starting weapons that are available on the floor in town (placeholder way to get them)
- 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
- Health/shield bars are now large and flash when losing a block
- Health/shield bars blocks now have empty states
- Added a temporary flash hit effect to the playership when you lose a block of health/shield
- The player is now invulnerable for 1.5 seconds after getting hit
- Added shield to player
- Replaced health/energy bars with new block style health and shield bars
- Ghetto converted damage types to int
- Title screen reworked/simpliefied. Now also only has 1 character slot. Pressing A either starts a new game or continues.
- Spawn timing changes for capture points and added turrets to spawn table
- Capture mission spawn waves
- 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
- Capture mission spawners
- Setting up new capture missions in whitebox level
- Capture missions now check for completion
- More capture objective work
- Capture locations can now be captured
- Made whitebox prefab for Capture location object
- Started new Capture mission type
- Started filling whitebox level with spawns
- More whitebox level work
- Made some simple whitebox prefabs for level tests
- WIP new rough level layout idea
- Missions now check for fail state
- Objectives can now have countdown timers. (Needs UI hooking up and fail state)
- Reduced the frequency of tants
- Enemies now have a max distance they can move from their starting position before they snap back. (needs a teleport/pathfind home)
- Made enemies less chatty
- Temporarily removed the Summon ability until there's an effect for it, as it's just confusing without one
- BreakApart component now has a health multiplier, so you can make all parts break off before 50% health etc
- Bouncer shield is now completely destroyed by 50% health, leaving the little dude inside to attack you
- Doubled the health Bouncers receive per-level
- Loot containers now have 100% chance to spawn an item