803 Commits over 2,649 Days - 0.01cph!
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'
added final form to howietest boss
added another form and made some tweaks to existing form
playing around with an idea while trying to learn
work i did on edifice a little while back
disabling plank spawners for now, causing some weird issues for clients
forgot to add sawmill to build settings
adding sawmill to missions list
changing some stuff for the mission text
finished up first pass of sawmill level
some organization and unsaved stuff
more work on saw mill level
Started on a saw mill level
changing some stuff to get a build working
windmills, boss stage, checkpoints, levers that trigger stuff, some ui stuff, and prob more
started building out a sample level around the bridge building mechanic
bridge sections have ghost material when player is in build mode