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1,945 Commits over 578 Days - 0.14cph!

9 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
9 Years Ago
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9 Years Ago
- and the coin trail...
9 Years Ago
- Changed currency stuff to yellow/gold
9 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
9 Years Ago
- Area1 budget multiplier 0.75->1
9 Years Ago
- BaseProjectile can now set it's own effect volume - Reduced player weapon shoot + impact volumes
9 Years Ago
- Added an aiming guide that's always visible when firing
9 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
9 Years Ago
- Reworked the mission headline popdown window so that Thai's really long mission objective title fits
9 Years Ago
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9 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
9 Years Ago
- Changed beer tap mission headline to "Destroy the Alcohol Refueling Station" and mission tracker description to Alcohol Pump
9 Years Ago
- Fixed the fire effect appearing at the start of every level
9 Years Ago
- Music now corretly changes back between town and level music each time.
9 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
9 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
9 Years Ago
- Rebuilt prefabs - Increased number of crates across all the rooms - Added some spawn locations to beer tap room
9 Years Ago
- Removed Factory levels forced to level 1 debug
9 Years Ago
FOR FUCK SAKE Factory gates prefab !A pipe support model/text/mat
9 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
9 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.
9 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.
9 Years Ago
- Analytics: Level reached at gameover. Map viewed or not.
9 Years Ago
- Fixed a bug with me not being able to count
9 Years Ago
- Added a mini-map help tip for the first time the player enters a level
9 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
9 Years Ago
- Mission objective text onnly gets calculated and updated when the mission needs updating
9 Years Ago
- NRE fix
9 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
9 Years Ago
- Rebuilt prefabs - Increased size of beer tap collider - Reduced health of beer tap
9 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
9 Years Ago
- RoomSpawner can now use a budget multiplier
9 Years Ago
FOR FUCK SAKE room prefab !A pipe gate model
9 Years Ago
- Refactored a ton of enemy-player-aware checks - Pressing I will toggle invisiblty to AI
9 Years Ago
- RoomSpawner now holds a list of all the enemies it spawns and checks for when they're all killed
9 Years Ago
FOR FUCK SAKE add door to factory prefab room C and E FOR FUCK SAKE door anim FOR FUCK SAKE door collision
9 Years Ago
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9 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.
9 Years Ago
- Enemy pack scriptable object rename
9 Years Ago
- Added SpawnCost value to enemy scriptable objects and assigned values
9 Years Ago
- Reduced the camera look offset amount from dist/2 to dist/4
9 Years Ago
- Reduced boozeburner max speed from 280 to 150
9 Years Ago
- added "LEVEL" text to mission generation screen
9 Years Ago
FOR FUCK SAKE factory prefab room, minimap tweak FOR FUCK SAKE pipe entrance model/texture !A minimap shader
9 Years Ago
- Disabled GO button when starting a mission from mission select so it doesn't look like it's hanged
9 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
9 Years Ago
- Fog fix for real
9 Years Ago
- Fog height fix
9 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