2,200 Commits over 578 Days - 0.16cph!
- More pipe dungeon work
- Screw you damage increased to 2-5 from 2-4
- Now defaults to m/k controls when bypassing control select screen in editor
- Made some test pipe rooms
- Made a factory pipes flow/archetype/everything else
- Test pipe mission
- Rebuilt factory tileset
- Ability balance changes
- Increased spawn cost of Bouncer from 2 to 3
- Rebalanced some weapons now I've fixed some bugs that made them worse than they should have been previously
- Fixed BaseProjectile bugs
- Fixed bug with weapons/launchers with a damage range always doing max damage
- Renamed Floor static class to WorldCollision and added WallTest(a, b) function which returns true if there's a wall between the two points
- Teleport enemy ability now tries 5 times to place the enemy within the specified radius and inside the level, else it bails out until next teleport attempt
- Tons of gameplay changes
- Enemies can now pick any enemy ability, not just from a selection of 3 per mission
- Removed generation of 3 enemy abilities at mission creation and display text on mission screen
- New Teleport enemy ability + placeholder effect
- BaseMovement speed modifier reduction is now clamped to min of 0 for enemies and 0.5 for player
- Patchers now have a wider range of variance for their attack cooldown and evade distance
- New saves now default to equipping primary weapon slot after you've just died with secondary weapon equipped
- Fixed bug with being unable to progress passed boss mission
- Deleted old script
- Debug end missions key changed to N
- Increased factory spawn budgets
- Think I fixed some factory rooms not spawning props correctly
- Rebuilt tileset/scene
- Asteroid tileset tweaks
- Made outdoor alcohol pump collider bigger so you can shoot them
- Asteoid level WIP/placeholder room work
- Quickly hacked in the new base booster effect so I can do a prototypes build
FOR FUCK SAKE playership prefab : removing Booster trail and particle
!A booster FX
!A trail sorting script
!A trail material
- Enemies now have less chance of spawning cash (30%->10%)
- Factory rooms now spawn less barrels
- Increased large factory room spawn budget min from 10-20 to 15-20
- Rebuilt factory tileset prefabs
- Reduced spawn cost of booze burner from 4 to 3
- F2 level stats screen now shows used spawn budget and spawn budget range per room
- Current room is now yellow in F2 screen
- Disabled level depth + world progress budget spawn bonus for now
- Massively increased all factory room spawn budgets
- Rebuilt factory tileset prefabs
- BaseMovement decel speed is now also boosted by speed modifiers
- Branch ends/dead ends now spawn a speed pickup which makes the player move 50% faster until they enter a room they've not been in yet
- Stuff can now subscribe to LevelPlayerTracker and be alerted when the player enters a new room for the first time
- Added the speed pickup + code
- Reduced length of branchiness? of Your Round level flow
- Started to move to level flows/archetypes per-mission, organised by mission folders
- Disabled level length multiplier (multiplier always set to 1)
- Increased fire rate of Screw You
- Change level flow for Last Orders mission. Now longer (was way too short) and the space area is linear instead of branched
- Forgot to commit the scene change for feedback fix
- Feedback reported uses new URL
- Fixed a bug with missions autocompleting in editor when typing M in feedback tool ;)
- Added weapon switching to controls help panel in town
- Disabled cash shop interaction
- Increased interaction range of nutsexchange
- Your Round mission now uses correct enemy pack
- Current weapon slot is maintained between levels
FOR FUCK SAKE playership prefab, culling wall collision rendering from mapcam
FOR FUCK SAKE town duplicated collision on the minimap layer
- WIP "good room to spawn a speed boost in" finder code
FOR FUCK SAKE factory tileset scene
FOR FUCK SAKE rebuilt factory prefab
FOR FUCK SAKE town scene
!A shop sign
FOR FUCK SAKE playership fix minimap layer culling
FOR FUCK SAKEtown, adding collision/diplay for minimap
- Added current room name and level seed to F2 level stats menu
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- Branched for gameobject tests
- Cappeds shield drop bonus chance to 20%
- A succesfull roll to drop a Shield now only has 20% chance to actually drop if the player is at full shields. Instead, it has an 80% chance to increase the bonus chance of a shield dropping next time. Basically, less chance of dropping a shield at full shields, bonus chance builds up so there's a higher chance of getting a shield drop when you actually need one. - Reduced all enemy shield drop basic chances from 5% to 2%