1,945 Commits over 578 Days - 0.14cph!
- Town now shows up on main camera
New cam code and tweaks to main
- Made enemy SOs for area1 types
- Enemy pack test for Area1 enemies
- Pack SOs now specify min/max spawn "costs"
- Enemies are now spawned randomly within spawn location radius
- Fixed bug causing spawned enemies to reset to Vector3.zero
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies
- More MissionBuilder work
- Enemy packs are now randomly picked by mission builder
- Refactored some mission building stuff to be in a less stupid place
- Fix for spawn locations in Area1_WIP1
FOR FUCK SAKE wip factory wall / dressing/light test
FOR FUCK SAKE pipe interior asset
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FOR FUCK SAKE factory asset
- Reworked scriptable object tools
- Created enemy SO template
- Reworcked scriptable object creation menu tools to use new paths
- EnemyPack scriptable object setup (empty) to be used to control enemy randomisation in levels/missions
FOR FUCK SAKE asset interior factory
- WIP changes to make enemy spawning better and work with mission randomisation
- Level changes to Area1_WIP1 ready to be broken into sections
- More mission randomisation stuff
- Changed mission spawn location prefabs to work with new stuff
- Working towards picking and initing random missions
- Exit portals now call LevelFinished() before returning you to town
- Area + level progression is now tracked and saved and reflected in mission screen
- Level work
FOR FUCK SAKE interior floor asset/ cleaning
FOR FUCK SAKE factory interior floor asset/ cleaning asset
- Removed loads of missing components
- Deleted loads of old unused assets/prefabs
- Purged shit
- Moved more UI to central init
- Null reference fixes
- Stuff I forgot to check in earlier
- Area1_1 now has placeholder entrances/mission so it can still be loaded
- UIWorldTextPanels now wait until they find a valid player instance
- Removed some now-unused scripts from some enemies
- EnemyAbilityManager is now a simpleton
- Removed current calls to EnemyAbilityManager as it's going to be incorporated into the new mission stuff
- Exit portals now return you to town
- Level loading/changing is now completely different. Not additive. Complete level swap.
- Removed some floating text
- Loads more startup reworking and everything related. Can now start the game in any leve from Unity and play, yay.
- More startup and level loading/changing changes
- Few changes after merge back to main
- Mission manager is now responsible for spawning the exit portal
- An exit portal is now spawned at a randomly chosen location when a mission is completed
- More mission work and mission randomisation stuff
FOR FUCK SAKE factory prefab/asset
- New mission system can now spawn items in random positions from the scriptable object definitions
- Mission scriptable object/building work
- Started ScriptableObject tools to move to a better format for creating missions/objectives outside of a scene
- Start health/shield value can now be set to something other than their max values
- Reduced start shield to 2
- SaveGame now tracks new health and shield values
- Changed a bunch of stuff that used to effect/restore health values
FOR FUCK SAKE factory prefab and model cleaning/fixing
- Added a game progress panel to the title screen