1,945 Commits over 578 Days - 0.14cph!
- Item selection screen now compares current item against any existing item
- Reduced chance and duration of spikeys stopping
- More item reward screen stuff
FOR FUCK SAKE patcher rig
!A patcher animation/controller
FOR FUCK SAKE patcher prefab with updated version
FOR FUCK SAKE spikey prefab with WIP wall hit FX
!A Spikey hit slash FX
FOR FUCK SAKE burner controller anim tweak
- Fixed projectile impact not triggering on enemies
- WIP reward item selection
- ItemDatabase can now return a random, non-weapon item
- BaseMovement can now be set to not rotate towards movement direction
- Disabled it for Spikeys to fix rotation glitch
- BaseMovement now takes the object's radius into account
- Renamed scene and references
- Added a booster item
- Items can now spawn gameplay items that get attached to the player and removed with item
- Improved the way items are sucked in
- Added Collect Range stat and item modifier
- Increased damage range of bombs
- More stat modifier defines
- New enemy ability: Martyrdom
- Added a placeholder enemy bomb prefab, pulse effect, and explosions
FOR FUCK SAKE spikey model/texture/mat
!A spikey part/texture/mat
!A spikey animation
FOR FUCK SAKE all spikey prefab/setup anim controller
- Removed SECTR asset as it was never used
- Commenting to track which stats I've implemented
- Ability cooldowns can now be overrided to be modified by item modifiers
- Boost ability cooldown overriden to be modified by items
- Stats cleanup, default values
- Item stat modifiers now stack and calculate correctly
- Merged stat groundwork to main
FOR FUCK SAKE plasma fade fx
FOR FUCK SAKE plamablast projectile prefab
FOR FUCK SAKEplayership prefab with damage setup
FOR FUCK SAKE tweak damage anim
- Player damagestate anim layer now gets turned on when < 3 health
- Added a WallHitEffect prefab link to BaseEntity for an effect to play when stuff... hits a wall
- BaseProjectiles now have a separate Fade definition in inspector
- Impact and Fade effects can be set to take the forward direction of their projectile
- Refactored some BaseProjectile stuff and removed some unnecessary calls to old object pooling setup
- Tidied up BaseProjectile inspector into groups
- Stopped a bunch of object pool instantiations that are no longer used
- Removed some unnecessary colliders from enemy prefabs
- Added health values to playership models for the parts to disappear
- Rebuilt player prefab
- Levelup screen model now reflects current player health too
- Increased health of spikeys from 2 to 4
FOR FUCK SAKE spikeyslow prefab
!A WIP spikey model/texture/mat/controller
- Weapon firing events and setup for EntityAnimator / EntityEvents
- Weapons get dropped backward
- WorldCollision.WallTest now returns the hit info
- Increased blaster projectile speed from 800 to 1200, increased collider size
- Halved the weapon switch time
- Added weapon switch anim
- EntityEvents and EntityAnimator now handle weapon switch events
- Can no longer fire whilst changing weapons (1sec)
- Entity animator now lerps roll/pitch
- type fix on splash screen
- removed some text from level start screen
FOR FUCK SAKE burner prefab, tweak hit animation
FOR FUCK SAKE bouncer prefab, relink entity animator
FOR FUCK SAKE bouncer prefab/controller, re rig and tweaked all the anim
!A bouncer roll anim
- Reduced explosion cam shake some more
- AIRandomMovement now has a chance to stop moving