branchspaceshooter/maincancel

1,945 Commits over 578 Days - 0.14cph!

10 Years Ago
- Enemies now have the ripple effect again (only spikey thigns had it) - Shield pickups in - Enemies have 1% chance to drop shield - Crates have 2% chance to drop shield
10 Years Ago
▍ ▉▇▆▍█▇ ▌▉▌▄▊▇/▋▍█▇▋/█▊▇▄▄▄▌/█▍▆ ▆▅▄ ▅▊▌█ ▅▅▊▅ ▋▌▋▉ ▇█▆▍▉▊▉
10 Years Ago
- and the coin trail...
10 Years Ago
- Changed currency stuff to yellow/gold
10 Years Ago
- Rooms now store a list of their spawn locations before deleting the spawner scripts - BaseEntities that are spawned by a room now keep a reference to their parent room
10 Years Ago
- Area1 budget multiplier 0.75->1
10 Years Ago
- BaseProjectile can now set it's own effect volume - Reduced player weapon shoot + impact volumes
10 Years Ago
- Added an aiming guide that's always visible when firing
10 Years Ago
- Further reduced health of turrets - Turrets now have a chance to drop cash as well, and drop slightly more cash than other stuff
10 Years Ago
- Reworked the mission headline popdown window so that Thai's really long mission objective title fits
10 Years Ago
█ ▋▌▍▆▋█▇ ▅█▆▋▆▅ █▉▇▊
10 Years Ago
FOR FUCK SAKE factory room prefab : fix floor bug/ added grid/ added pipe gates (not connected to trigger) FOR FUCK SAKE tweak floor base FOR FUCK SAKE floor turret anim
10 Years Ago
- Changed beer tap mission headline to "Destroy the Alcohol Refueling Station" and mission tracker description to Alcohol Pump
10 Years Ago
- Fixed the fire effect appearing at the start of every level
10 Years Ago
- Music now corretly changes back between town and level music each time.
10 Years Ago
- Rebuilt prefabs - Fixed a new bug with turrets firing when out of range/unaware - Added a abilities help tip UI popup after 30 seconds of a level when the player hasn't used an ability yet
10 Years Ago
- Rebuilt prefabs - Turrets are now enemy entities not just base entities. - Fixed turrets not always having a health bar and it usually being wrong
10 Years Ago
- Rebuilt prefabs - Increased number of crates across all the rooms - Added some spawn locations to beer tap room
10 Years Ago
- Removed Factory levels forced to level 1 debug
10 Years Ago
FOR FUCK SAKE Factory gates prefab !A pipe support model/text/mat
10 Years Ago
- ModifyHealth() now passes in the modifying object - Now track what killed the player and store it in DeathInfo - Gameover screen now shows you what killed you - Analytics now logs what killed you
10 Years Ago
- Wrapped Analytics.CustomEvent() calls in a new GameManager.AnalyticsEvent() function so I can ignore analytics logging in editor and do other stuff later.
10 Years Ago
- Analytics tracking: Level started. Mission finished. Exit portal used. New game started from gameover and how many deaths at that point. Exit from gameover and how many deaths at that point.
10 Years Ago
- Analytics: Level reached at gameover. Map viewed or not.
10 Years Ago
- Fixed a bug with me not being able to count
10 Years Ago
- Added a mini-map help tip for the first time the player enters a level
10 Years Ago
- Added an EntityTracker to keep lists of all BaseEntities and some of their components (like CameraPull) - BaseEntities register themselves with the EntityTracker on creation - Camera pulling stuff now usese the EntityTracker to get enemies with CameraPull
10 Years Ago
- Mission objective text onnly gets calculated and updated when the mission needs updating
10 Years Ago
- NRE fix
10 Years Ago
- Starting from 0, each level increases the number of allowed enemy abilities by 1 (up to the number of enemy abilities available) - Enemy abilities now have a propper description value
10 Years Ago
- Rebuilt prefabs - Increased size of beer tap collider - Reduced health of beer tap
10 Years Ago
- Levels now have increasing number of rooms - Levels now have increasing spawn budgets - Added Area scriptable object stuff to configure area specific...stuff. - Moved some other stuff over to area setup
10 Years Ago
- RoomSpawner can now use a budget multiplier
10 Years Ago
FOR FUCK SAKE room prefab !A pipe gate model
10 Years Ago
- Refactored a ton of enemy-player-aware checks - Pressing I will toggle invisiblty to AI
10 Years Ago
- RoomSpawner now holds a list of all the enemies it spawns and checks for when they're all killed
10 Years Ago
FOR FUCK SAKE add door to factory prefab room C and E FOR FUCK SAKE door anim FOR FUCK SAKE door collision
10 Years Ago
▇ ▄▌▄▅▇▆▍ ▊▆▉▉ ▆▇▋▇▆▌/▅▇▄█ ▅▋▋ ▌▆▆▌ ▌▊▋▇ ▌▄▇▄▆▅▅ ▉▄▋▆, ▋▌▄▋█▍ ▍▇▆▌▆ ▌▍ ▅▆▇▄▍ (▅▋ ▊▌▆█▆█▇)
10 Years Ago
- Changed the way RoomSpawner spawns enemies. Each room now has a varying spawn budget and it spawns enemies until it runs out. Enemies cost more to spawn the more deadly they are.
10 Years Ago
- Enemy pack scriptable object rename
10 Years Ago
- Added SpawnCost value to enemy scriptable objects and assigned values
10 Years Ago
- Reduced the camera look offset amount from dist/2 to dist/4
10 Years Ago
- Reduced boozeburner max speed from 280 to 150
10 Years Ago
- added "LEVEL" text to mission generation screen
10 Years Ago
FOR FUCK SAKE factory prefab room, minimap tweak FOR FUCK SAKE pipe entrance model/texture !A minimap shader
10 Years Ago
- Disabled GO button when starting a mission from mission select so it doesn't look like it's hanged
10 Years Ago
- Refactored a bunch of floor collision/height check stuff - Fixed enemies/crates etc not spawning at the correct height in areas above or below 0
10 Years Ago
- Fog fix for real
10 Years Ago
- Fog height fix
10 Years Ago
- Rebuilt prefabs - Mission definitions now provide the mission headline display text - Mission objective headlines are now shown when starting the level - Mission objective tracker now shows real description and object names