1,945 Commits over 578 Days - 0.14cph!
- Explosion sound effects are now 3D
- Deleted unused script
- Loot table changes for enemies (removed old item drops)
- Enabled timeslow shield for testing, tweaked it some
- More placeholder audio
- Bug fixes
- Level generator now sets the public Seed value to the chosen seed if using a random seed
- More placeholder audio
- Enabled BuzzSaw ability for testing
- Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in
- Buzz saw is larger
- Buzz saw travels faster
- Increased the aware distance of enemies
- Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though)
- Effects object pooler now creates new objects if none available to recycle
- Reduced length of Factory1
- Increased movement speed of Booze Burner
- Reduced health of enemies
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
- Level/mission generator script now makes itself the DunGen root object for the level
- Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap
- Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things!
- Refactored more of the tracker UI
- Enemies now do one floor test on start of level to set their position without moving
- Disabled the mission generating sound effect as it's too annoying even for placeholder
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
FOR FUCK SAKE basic factory room prefab with spawners
FOR FUCK SAKE town with quick area collision
FOR FUCK SAKE camera fog to preview in editor
FOR FUCK SAKE camera height fog. Now offseting with player height
- Enemy spawn pack SO added to destroy mission type
- Added a right stick click graphic to minimap UI
- Removed old, unused gameplay UI prefab
- Split controls and welcome panels up. Control panel is always visible in town.
FOR FUCK SAKE attempt to force update the material
FOR FUCK SAKE town, reverted to flat world
!u portal test visual
!A portal shader
- Mission scriptable object definitions now have a mission text property for when we add brief storyline text
- LevelBuilder can now be forced to use a specific mission from the inspector for testing straight from a level without town
- Added flows and dungeon setup for test mission level
- Added a LevelBuilder component which uses DunGen and mission generator stuff to build levels based on mission settings
- Level folder cleanup
- Increased player speed from 250 to 300
- DunGen runtime generator can now generate a new map while playing when you press space (Editor only)
- Fixed more save issues
- Half-way through bastardizing offscreen indicator pack
FOR FUCK SAKE shaderforge
FOR FUCK SAKE town with test planet style world
!A planet script
- Flamethrower audio is now 3D
FOR FUCK SAKE town placeholder
- Fixed sound warp bug
- Audio system changes so effects can be 3D
- Projectiles and impact sound effects are now 3D
- More audio
- Individual BaseEntities can be set to not pull the camera
- Switched title/town music for new placeholder.
- Made flamethrower louder
- Booze burner flamethrower sound effect
- Plasma blast impact sound effect
- Patcher Glue impact sound
- Re-enabled volume and added new placeholder weapon sound effect. Gotta replace old placeholders for other stuff.
- Added cash to LootContainer's loot table with 100% drop chance
- Added a welcome screen showing basic controls and new/changed stuff since the last update. Displays the first time the town is loaded in a session.
- Fixed a save bug
- Fixed NRE when trying to open minimap when gameplay UI is hidden
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- Cam now also pans towards center of enemies again, whilst also zooming. Still WIP, it's too fast and snappy