2,200 Commits over 578 Days - 0.16cph!
- Made a new random AI movement component. % chance to move towards player, else move in a random direction, every x-x seconds
- Applied new movement to spikeys
- Added an alarm sound effect when low on portal energy
- Rooms can now specify a random range for how many weapon drops to assign to it's enemies
- All invidivudal enemies have had chance to spawn weapons set to 0
- Lowered crates chance of weapon spawning
- Increased number of loot crates per room
- Loot crates have less chance of dropping ammo
- Portal timer and energy tweaks
- Portal timer text now flashes when low on time
FOR FUCK SAKE player prefab with temp damage version
FOR FUCK SAKE playership texture/material
- Added lockable doors to all Factory room setups
- RoomLockIn now gets added to all rooms
- All rooms (should) lock in when entering them now
- Timer doesn't start until you exit the starting room
- Slowed SuckIn speed
- Removed mission objective notification
- Mission screen now shows area names instead to show progression, removed all mission icon stuff
- Exit portals auto activate when in range now, no input required
- Added an exit room with portal
- Added pickup weapon binds to PlayerButtonSet for controller/mk
- All enemies now have 100% chance to drop portal time and have a predetrmined amount, per enemy
- Reduced the amount of portal time awarded per room
- Increased the amount of time awarderd per coin/energy
- Your current weapon no longer gets dropped when picking up a new weapon. Gets destroyed.
- Roomspawner global scale budget set to 1
- Added a sound when picking up a weapon
- Removed some doors from factory rooms to eliminate inter-room backtracking
FOR FUCK SAKE playership prefab
!A gigglebone script
- Ripped out some more unused stuff, cut down some loading times slightly
FOR FUCK SAKE resetup playership part
FOR FUCK SAKE rebuild playership prefab
FOR FUCK SAKE remade cockpit rig
!A new base cockpit model/textures/mat (wip)
- Moved steam manager to splash screen
- Reworked start screens flow
- Added button text to weapon pickups
- Renamed some weapons
- Weapon names now appear above weapon pickups when in range to collect
- Level progress bar work
- Rooms are now assigned invididual time allowances and when the level is generated, the total time allowed is calculated
- Set some initial time values
- Added a portal energy timer which counts down, gameover if it reaches 0 and the level exit portal closes before you reach it
- "Cash" from dead enemies now replenishes portal energy
- Room tweaks
- Flattened out the depth chance curve of rooms
- Fixed another bug with flashing health
FOR FUCK SAKE player prefab with new part setup
FOR FUCK SAKE player part/model/rig/textures
- Increased chance of spikey spawners and patchers
- Lowered the health of the spikey spawner
- Removed the debris chunks that look stuff you should collect from all the enemies
- Reduced last orders mission length to 4 rooms
- Added Spawner Spikeys that spawn a bunch of normal spikeys when killed
- Can now click middle mouse to collect weapon
- Launchers can be set to destroy themselves after completing a cycle
- Fix for healh bar not stopping flashing
- Added no ammo click noise when trying to fire a weapon with no ammo
- BaseEntity can now be set to spawn specific items
FOR FUCK SAKE playership controller, adding animation blend tree
!A animation clips
- Lowered turet health values 20->16
- Rooms now spawn more loot barrels
- Loot spawner bug fix
- Rebuilt factory tileset
- Ammo placeholder UI and switching
- Speed boost duration and cooldown reduced further
- Enemies/containers can now drop ammo
- Ammo drops have an 80% chance to drop ammo type for one of your equipped weapons or 20% chance to be a random ammo type
- Player health bar now flashes when <= 2 health and 0 shields
- Loose cannon damage is now 2-2 from 1-2
- Flash component can now take a target gameobject to flash and caches it's own renderer
- Can now switch weapons with the mousewheel as well as Q
- Cash now disappearsa after 10 seconds, to encourage the player to head into danger. Starts flashing after 6 seconds
- Increased ammo cost of bolt gun
- Increased spawn weighting of spikers
- Reduced ammo cost of loose cannon
- Weapons can now drop from enemies and crates
- Spawn budget changes
- Weapons now use one ammo cost for both weapons, not one each
- Added placeholder ammo counters to UI
FOR FUCK SAKE playership prefab/controller
!A shoot anim
FOR FUCK SAKE player animation layer setup
- Added ammo types and ammo
- Weapons now use ammo
- Weapon definitions can set ammo type and ammo cost
- Weapons grant ammo of their type when picked up for the first time
- Weapons can now be picked up and dropped