1,945 Commits over 578 Days - 0.14cph!
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- Asteroid tileset test room changes. Disabled larger rooms, removed some of the extra filler stuff.
- Vacuum enemy nerfed a bit
- Tweaks to flows
- Added some more asteroid test rooms and added brush b variety to others
- Rebuilt asteroid tileset/prefabs
FOR FUCK SAKE tweak factory wall texture for better composition
FOR FUCK SAKE rebuild factory/room prefab, fix gap between wall
FOR FUCK SAKE pipe support collision
LevelBuilder now checks for NRE in planet prefab
- Fixed some enemies not having mini map icons
- Lowered number of main rooms in asteroid level flow by 1
- Current area fix
- Can now press P to auto finish the current level (for debug)
- Level loading screen fix
- Reworked enemy minimap icon code so play-time spawned-in enemies show
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- Can no use the number keys to load any area from the level start screen (0=factory, 1=ice so far)
FOR FUCK SAKE asteroid tile, adding particles
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- Level select screen UI is now dynamic and built from scriptable objects
- Area definitions can now specify the order they're played in
- game now actually plays the areas in order, not just the hardcoded one
FOR FUCK SAKE asteroid adding collision/minimap
FOR FUCK SAKE rebuild asteroid rotoz tile
FOR FUCK SAKE asteroid room, fiuxing issue, adding ramdomness
FOR FUCK SAKE removing old tileset cleaning asset
- more test rooms
- revenge launcher arc speed reduced
- TestBed tool bug/crash fixes and now supports loading any tileset room
- Bugs now have less health. 4->2
- Vacuum launchers fire less frequently
- Reduced duration of vacuums
- Sine movements now check for owning entity player awareness
- Spawn chance and costs adjustments (nerfs) for asteroid tileset
- Fixed rotation of alarm bot
- Reduced health of Alarm Bots to 30 from 40
- Increased spawn budgets of asteroid test rooms
- Deleted unused enemy packs
FOR FUCK SAKE asteroid tile model
- Setup enemy definitions for area 2 enemies
- New enemy pack for asteroid tileset
- Added loot components to area 2 enemies
- Asteroid tileset now spawns enemies
- Reworked Block_Gate prefab slightly to match others
- Added spawn locations to asteroid test rooms
- Asteroid gates now function correctly
- Rebuilt asteroid tileset/scene
- Added a start room to asteroid tileset
- Setup asteroid level generation flows
- Game starts straight into asteroid tileset for now
- Rebuilt asteroid tileset prefabs/rooms
- Added doors to asteroid test rooms
FOR FUCK SAKE missing asset
FOR FUCK SAKE more asteroid block tweak and added WIP doorway for rotorz
FOR FUCK SAKE WIP block tile set
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- New area 2 bug enemy
- Sine wave movement
- Reduced Alarm Bot helath from 50 to 40
- Some spawner rework to make them more flexible
- Added BD node to set laser lengths
- Enemy wip
- Added new BD nodes for getting entity health percent and setting Rotate3D speed
- More new enemy types WIP
FOR FUCK SAKE more wip ice block tileset
- Laser Rays can now be set to start active
- Placeholder moving quad laser enemy prefab
- New WIP area 2 enemy, vacuum launcher
- Added some randomness to bouncer charge
- More work on area 2 enemy
- Booze Burner behaviour tree
- Accelerate action node can now be set to accelerate away from target
- Flamethrower script reworked to just be a toggle and damage logic, toggling moved to behaviour tree
- Deleted some shit
FOR FUCK SAKE wip ice block tileset
FOR FUCK SAKE tweak AO and light
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- Added Behaviour Designer
- Reimported some old stuff to fix errors after adding BD