branchEphyraUnity/mastercancel
102 Commits over 120 Days - 0.04cph!
Deck section of main menu now works, doesn't have any affect in game yet though
start on main menu screen
bombs now bounce and explode after delay, added bomb varient that sticks to surface it hits
added helmet item, helmet now required for roll hitting
insect can now attack and has his own nav agent layer
reworked the jump a little, fixed issue with dropping bombs, some map edits, added a helmet, some work on platform arrow
chests spawn loot a little more sensibly, added trigger trap, some more map work, random bug fixes
health potion, more bug fixing, and more level building
started working on larger level, fixing a ton of bugs in the process
upgraded unity version, started on loot chests
more bow and arrow and inventory, feeling pretty good now
yup more inventory stuff, and bow and arrow
yet more inventory work, some work on bow/arrow, fixed some animations
added shield and bow, fixed a bunch of inventory issues, added blocking
some inventory aesthetic stuff, tool tip stuff, can now drop items
fixing a few issues with aiming/throwing
items can now stack, fixed a few other bugs
some bug fixes and unsaved stuff
more progress on inventory system, getting there
more work on inventory/radial menu, fixed an issue with animation
started on radial menu, and getting nowhere with character controller bugs
started working on projectiles
cleaned up player.cs a bit as well as the player's animation controller, started trying to figure out throwing
crabs flip bad over, made rollhitting feel better
crabs flip on their back and you can jump on them to kill them, lots of work on getting rigidbodies and pushing to work correctly
enemy.cs changes, added crab enemy, added some roll damage functionality
started on pushing enemies with rigidbodies so I have more control outside of the nav mesh
added coins, lots of AI tweaks, some hud elements, and a coin collect mini game
more jump variable nudging
more control for jump
the longer you hold a jump within jumphold time frame the higher you will jump, adds a bit more skill to jumping
fixing more AI issues, animator organization, playing with two handed attack animations
dark souls animations, bunch of ai work, new sword
cleaned up player animator a bit, fixed weird vibrations, some work on ai but still very buggy
shakeyness was due to camera not being set to late update, i think?
creating new branch and little bit of work on floorspawner
added level counter, more work on floor spawner but not getting anywhere, going to move on for now
coins
Merge remote-tracking branch 'refs/remotes/origin/master' into LevelDesignBranch
fixed some transform issues with spinners, added falling floors
coins spawn on floors, each floor pics 10 coins to spawn from a list of possible positions
added coins to other modules
added game manager to keep track of floorcount/coin count, started on a checkpoint system
bridge nodes
unsaved
bridge sections have ghost material when player is in build mode
started building out a sample level around the bridge building mechanic
windmills, boss stage, checkpoints, levers that trigger stuff, some ui stuff, and prob more
few small fixes
changing some stuff to get a build working
unsaved stuff
Merge branch 'LevelDesignBranch'
trying to prevent modules from running into each other, still needs work
Spike Traps, spinning spike thing bug fixes
sound folder, adjusted some nav mesh values
some organization, put all the asset packs and stuff in a separate folder, added all the floor spawning and ai stuff I've been working on
added some more animations from unreal, think that's all we'll need for now
reduced camera lag, tried messing with sprint behaviour and got nowhere, added some text animations
exported some fbx animations from unreal asset pack to see if they could
be used with assets in unity, so far looks like it works