883 Commits over 2,833 Days - 0.01cph!
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
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