repospaceshootercancel

2,200 Commits over 578 Days - 0.16cph!

10 Years Ago
FOR FUCK SAKE room prefab !A pipe gate model
10 Years Ago
- Refactored a ton of enemy-player-aware checks - Pressing I will toggle invisiblty to AI
10 Years Ago
- RoomSpawner now holds a list of all the enemies it spawns and checks for when they're all killed
10 Years Ago
FOR FUCK SAKE add door to factory prefab room C and E FOR FUCK SAKE door anim FOR FUCK SAKE door collision
10 Years Ago
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10 Years Ago
- 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.
10 Years Ago
- Enemy pack scriptable object rename
10 Years Ago
- Added SpawnCost value to enemy scriptable objects and assigned values
10 Years Ago
- Reduced the camera look offset amount from dist/2 to dist/4
10 Years Ago
- Reduced boozeburner max speed from 280 to 150
10 Years Ago
- added "LEVEL" text to mission generation screen
10 Years Ago
FOR FUCK SAKE factory prefab room, minimap tweak FOR FUCK SAKE pipe entrance model/texture !A minimap shader
10 Years Ago
- Disabled GO button when starting a mission from mission select so it doesn't look like it's hanged
10 Years Ago
- 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
10 Years Ago
- Fog fix for real
10 Years Ago
- Fog height fix
10 Years Ago
- 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
10 Years Ago
FOR FUCK SAKE factory room prefab, fixing minimap bug
10 Years Ago
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)
10 Years Ago
FOR FUCK SAKE factory room prefab
10 Years Ago
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10 Years Ago
- Changed mission SO scene link to a string variable as the Object wasn't working in builds
10 Years Ago
- 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.
10 Years Ago
FOR FUCK SAKE factory room prefab - relinked the local prop/ fixed some minimap render
10 Years Ago
- Time slow shield now resets enemies and projectiles to their previous speeds when it fades
10 Years Ago
- Made rotor damage the player - Rebuilt prefabs
10 Years Ago
- Turret audio for firing
10 Years Ago
- Removed exit time from floor turret animations so they pop up/down instantly
10 Years Ago
- Player ship explodes and screen fades out to red over a few seconds when dying, before switching to gameover screen
10 Years Ago
- 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
10 Years Ago
- Tweaked enemy + loot crate spawn roots on a per-room basic
10 Years Ago
- Increased volume, pitch and length of turret rise sound effect
10 Years Ago
- Added placeholder sound link for turrets popping up
10 Years Ago
- Fixed prefab building and updating tool - Updated all the rooms
10 Years Ago
- Made prefabs from newly rebuilt rooms - Added RoomSpawner script to rooms
10 Years Ago
- Added PrefabLink scripts to the rooms in Factory tileset scene and linked to their prefabs
10 Years Ago
- Added tool scripts for building prefabs from scene items
10 Years Ago
FOR FUCK SAKE factory TileSet scene with collision/minimap
10 Years Ago
- Pressing M toggles sound
10 Years Ago
- Rooms now spawn loot crates
10 Years Ago
- Enemies now do collision damage to player
10 Years Ago
- Fixed another save/load bug
10 Years Ago
- Objective waypoint arrow now pulses and scales
10 Years Ago
- 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
10 Years Ago
- Made a script tool to select all children of selected objects and deselect selected objects
10 Years Ago
FOR FUCK SAKE factory TileSet scene (collision/minimap pass not done yet)
10 Years Ago
- More
10 Years Ago
- Prefab script changes
10 Years Ago
- Made an editor tool to help quickly replace baked prefab rooms - Added a scene with all rooms in
10 Years Ago
- Entity animations can now play sounds on activate/deactivate