2,200 Commits over 578 Days - 0.16cph!
FOR FUCK SAKE room prefab
!A pipe gate model
- Refactored a ton of enemy-player-aware checks
- Pressing I will toggle invisiblty to AI
- RoomSpawner now holds a list of all the enemies it spawns and checks for when they're all killed
FOR FUCK SAKE add door to factory prefab room C and E
FOR FUCK SAKE door anim
FOR FUCK SAKE door collision
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- Changed the way RoomSpawner spawns enemies. Each room now has a varying spawn budget and it spawns enemies until it runs out. Enemies cost more to spawn the more deadly they are.
- Enemy pack scriptable object rename
- Added SpawnCost value to enemy scriptable objects and assigned values
- Reduced the camera look offset amount from dist/2 to dist/4
- Reduced boozeburner max speed from 280 to 150
- added "LEVEL" text to mission generation screen
FOR FUCK SAKE factory prefab room, minimap tweak
FOR FUCK SAKE pipe entrance model/texture
!A minimap shader
- Disabled GO button when starting a mission from mission select so it doesn't look like it's hanged
- Refactored a bunch of floor collision/height check stuff
- Fixed enemies/crates etc not spawning at the correct height in areas above or below 0
- Rebuilt prefabs
- Mission definitions now provide the mission headline display text
- Mission objective headlines are now shown when starting the level
- Mission objective tracker now shows real description and object names
FOR FUCK SAKE factory room prefab, fixing minimap bug
FOR FUCK SAKE highlight effect is now part of the standard shader rather than post process shader( bit more expensive on the shader, but it should save some polys,1 render pass and fix the see through bug)
FOR FUCK SAKE factory room prefab
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- Changed mission SO scene link to a string variable as the Object wasn't working in builds
- Rebuilt prefabs
- Missions are now mostly setup from the Misison scriptable objects, including scene to load, mission text, DunGen tileset for mission room
- Added a BaseMissionObject script. Apply it to any mission objects so the mission generation can find them
- Added a new room, GoalRoom_BeerTaps as placeholder with mission object in.
- Added a new DunGen tileset,FactoryGoal_BeerTaps_TileSet to contain the beer tap mission room.
FOR FUCK SAKE factory room prefab - relinked the local prop/ fixed some minimap render
- Time slow shield now resets enemies and projectiles to their previous speeds when it fades
- Made rotor damage the player
- Rebuilt prefabs
- Turret audio for firing
- Removed exit time from floor turret animations so they pop up/down instantly
- Player ship explodes and screen fades out to red over a few seconds when dying, before switching to gameover screen
- Refactored game over code
- Refactored new game code
- Added a gameover screen
- Can now start a new game straight from gameover
- Added DeathInfo to track gameover stats like level reached etc
- Tweaked enemy + loot crate spawn roots on a per-room basic
- Increased volume, pitch and length of turret rise sound effect
- Added placeholder sound link for turrets popping up
- Fixed prefab building and updating tool
- Updated all the rooms
- Made prefabs from newly rebuilt rooms
- Added RoomSpawner script to rooms
- Added PrefabLink scripts to the rooms in Factory tileset scene and linked to their prefabs
- Added tool scripts for building prefabs from scene items
FOR FUCK SAKE factory TileSet scene with collision/minimap
- Pressing M toggles sound
- Rooms now spawn loot crates
- Enemies now do collision damage to player
- Fixed another save/load bug
- Objective waypoint arrow now pulses and scales
- Added RoomSpawner script which is responsible for spawning enemies from the mission's EnemyPack, up to a configurable cost, into the room
- The level generation seed is now passed to spawners too, so enemy type and spawn locations can be reproduced
- Made a script tool to select all children of selected objects and deselect selected objects
FOR FUCK SAKE factory TileSet scene (collision/minimap pass not done yet)
- Made an editor tool to help quickly replace baked prefab rooms
- Added a scene with all rooms in
- Entity animations can now play sounds on activate/deactivate