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1,945 Commits over 578 Days - 0.14cph!

9 Years Ago
- Phase1 of turret cleanup/rework: - Made the three types of turrets in TT boss fight their own prefabs so they never get fucked - Fixed some stuff in TT boss fight - TT mission is fucked and can't debug it
9 Years Ago
- Level building code work. - Rebuilt all prefabs - Testing runtime turret spawning - Laser turret test
9 Years Ago
- Rework
9 Years Ago
- Tidy up
9 Years Ago
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9 Years Ago
- Scrip ref fix
9 Years Ago
- Removed forced mission debug
9 Years Ago
- Added LevelSkin component (only materials for now) and some test mats
9 Years Ago
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
9 Years Ago
Merged back to main
9 Years Ago
FOR FUCK SAKE maya source scene
9 Years Ago
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9 Years Ago
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9 Years Ago
FOR FUCK SAKE background script to randomize turbulance/adding constellation placement !A basic sky shader for reflection FOR FUCK SAKE background shader for constellation FOR FUCK SAKE space textures/material FOR FUCK SAKE shaderforge FOR FUCK SAKE asteroid prefab !A constellation placement prefab
9 Years Ago
- Player and enemy movement collision fix / improvement
9 Years Ago
- Money Bags enemy ability
9 Years Ago
- MissionBuilder now picks a random room for any mission objects that need to be spawned, to make sure they're spread out through the level
9 Years Ago
- WIP enemy roaming (disabled)
9 Years Ago
- Moved a bunch of stuff from RoomSpawner to Room - Room now contains a list of all the spawn location components, and they're no longer destroyed at level gen
9 Years Ago
- Added a LevelComponent which gets added at runtime and builds lists of all room obejcts and Room components - Fixed editor time NRE with enemy abilities
9 Years Ago
- Boomerang now hits a maximum of 3 targets (upgradeable later?) - Boomerang now ignores invulnerable targets - Renamed BuildMission to MissionBuilder and all calls to it
9 Years Ago
- more code purge / cleanup
9 Years Ago
- Enemies no longer drop the old, unused items - Enemies with healing ability no longer target themselves - Boomerang glitch fix
9 Years Ago
- Added function to EnemyAbilityManager to return the names of all chosen abilities - Mission generation screen now shows the names of the randomly chosen enemy abilities for the mission
9 Years Ago
- Removed debug text
9 Years Ago
- Increased chance of enemies having special abilitites from 10 -> 20 percent - Upto 3 random enemy abilities are now picked per mission (there's only 2 ingame at the moment though!) - Fixed bug with enemies not healing properly - BaseEntities now have an Invulnerable flag - Changed the way enemy shield ability works, it now applies Invulnerable flag instead of using a collision blocker as the shield
9 Years Ago
- Removed debug forced mission in Factory1
9 Years Ago
- Added AggroUtils static class - When an enemy is near to/shot by the player, anything in a radius is auto aggrod. (800 range atm)
9 Years Ago
- Code clean
9 Years Ago
- Boomerang now flies in the aiming direction, and bounces between anything in-range, checking the dot product of first enemy hit to make sure aiming still matters (it won't fly off in the opposite direction of aiming, even if there's something closer there)
9 Years Ago
- Boomerang progress
9 Years Ago
- Merged back to main
9 Years Ago
FOR FUCK SAKE asteroid model/ optim /prefab/particle/collision/texture
9 Years Ago
- Set turret colliders to trigger - Rebuilt prefabs
9 Years Ago
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
9 Years Ago
- Placeholder collect item update
9 Years Ago
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9 Years Ago
- Removed some shit from town scene
9 Years Ago
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
9 Years Ago
- Can no longer damage off-screen stuff
9 Years Ago
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance. - Collect mission now hides arrows until items are nearby
9 Years Ago
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety
9 Years Ago
- Massively increased the range of coin suck-in - Added a very small random delay before suck-in activates so you can see coins before they're sucked in now the range is bigger
9 Years Ago
- Placeholder collect item made a bit more obvious with rotation and can now be collected
9 Years Ago
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc