2,200 Commits over 578 Days - 0.16cph!
- Super basic start of scoring
- Combat text scale can now be controlled, made player damaged text bigger
- Added camera shake to player damage
- Shrank and moved room bonus bar so it's less prominant
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- Rooms now drop 0-1 weapons across containers
- Removed the 10% chance of dropping ammo for a weapon type you're not carrying
- Changes to loose cannon and cocktail launcher
- Containers can now be exploded by flying into them
- Added placeholder ammo type icons to ammo UI
- The top ammo UI slot is now always the current weapon
- Can now specify colour of combat text
- Added combat text for a few more events
FOR FUCK SAKE bouncer prefab/rig
!A animation controller, idle anim
FOR FUCK SAKE bouncer prefab/model, remade the rig
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FOR FUCK SAKE burner prefab
FOR FUCK SAKE burner rig/skin/controller
!A burner hit/shoot animation
FOR FUCK SAKE burner rig/setup
FOR FUCK SAKE burner prefab
!A burner animation + animation controller
- Massive savegame rework and tidyup
- Furthest level reached is now permanently saved
- Deleted a bunch more now-unused files
- Increased ammo cost of loose cannon
- ItemDatabase random weapon selector now ignores the previously spawned weapon
- Increased number of weapon drops per room from 0-1 to 1-2
- Increased splash damage of cocktail launcher from 1-3 to 3-3
- Quit buttons now quit the game, not to old title screen
- Ammo from weapon drops is now autocollected when in range, without needing to pickup the weapon
- Reduced ammo from weapon drops to 100 from 150
- Reduced length of first level
- Increased size + colour of ammo drops
- Ammo and weapons now correctly save and load across levels
FOR FUCK SAKE tweak throw animations
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- Quick leaderboard testing class
- Fixed bug with level generation when restarting
- Weapon switch ability button now shows the correct button text when using gamepad
- Slowed down glue projectiles
- Fixed gamepad button display text for pickup weapon
- Increased player acceleration from 1800 to 4000 (*****THIS'LL BE A MANUAL MERGE CONFLICT LATER*****)
- Increased size of enemy mini map markers
- Reduced spawn budget for smallest rooms
- Reduced speed of spikeys
- Increased size of all enemies
- Fixed some problems with detecting correct exit door. All rooms should started locked properly now and only the exit door opens when room is cleared, not all doors.
- Item definitions now have an unlock level
- Added simple ItemDatabase that can return random weapons/items of upto specified unlock level
- Weapon drops now use the ItemDatabase to get an unlocked weapon
FOR FUCK SAKE rebuilt player prefab
FOR FUCK SAKE update weapon switch anim for the new rig
FOR FUCK SAKE player anim controller with the weapon switch anim
FOR FUCK SAKE rebuilt playership prefab
FOR FUCK SAKE cockpit animation controller with hit state
!A cockpit hit anim
- Switched weapon pickup and weapon swap button bindings on gamepad
- Spikeys now have less chance to move towards the player each new movement direction tick
FOR FUCK SAKE playership prefab, animation controler / setup the player with the animation and set it up so it doesn't look damaged
FOR FUCK SAKE playership anim
FOR FUCK SAKE playership texture/material
!A cockpit animation controller+anim
!A playership anim
- Mortar launcher now ensures mortat target positions are within the level area.
- Spawned spikeys also have the new movement behaviour
- Removed RoomF from factory tileset as it's knackering everything up