861 Commits over 2,741 Days - 0.01cph!
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
added game manager to keep track of floorcount/coin count, started on a checkpoint system
added coins to other modules
coins spawn on floors, each floor pics 10 coins to spawn from a list of possible positions
fixed some transform issues with spinners, added falling floors
Make controller check ahead of player
Merge remote-tracking branch 'refs/remotes/origin/master' into LevelDesignBranch
added level counter, more work on floor spawner but not getting anywhere, going to move on for now
creating new branch and little bit of work on floorspawner
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
air control stuff, lots of minor tweaks with exposed variables
Little bit of organization and added double jump
more prototype enemy animation tests
hooking some stuff back up to make version on steam more playable
some other wip stuff too
organizing things a little and exporting anim and source files
adding editor files for smaller enemies for fuse boss
updating colors on fuse boss body to work with standardized pallete
fuse boss pixel group stuff
fuse enemy editor files
no pixel group images yet
removed editor v26 build and replaced it with v27, added new laser enemy assets, added fuse editor files
playing around with AI
if a character hits another character's shield it will cause them to
stagger, this should encourage players to look for openings rather than
jamming on attack
figuring out how to get custom skeletal meshes and animations in
changing seed and hooking branches back up
can't figure out why build seed is different than editor but hopefully
its consistent on build
turning off branches, i think its messing up the seed some how
disable whats new menu, changed version number
another try at fixing seed inconsistency between editor and packaged
seed still different in packaged build?
fixing seed inconsistency