repospaceshootercancel

2,200 Commits over 578 Days - 0.16cph!

9 Years Ago
- RoomB and Fill1
9 Years Ago
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9 Years Ago
FOR FUCK SAKE interior wall + collision
9 Years Ago
9 Years Ago
FOR FUCK SAKE texture and mat to make the hazard area more visible
9 Years Ago
FOR FUCK SAKE force update material texture
9 Years Ago
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9 Years Ago
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
9 Years Ago
- Minimap in minimised mode is now zoomed further out - Increased size of enemy indicators on mini map
9 Years Ago
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants - MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies - Some test rooms/fillers
9 Years Ago
- Anythign with CameraPull script attached is now considered by the camera
9 Years Ago
- Entity animation states can now be customised and have a default set and states customised via inspector - Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
9 Years Ago
- Made a placeholder pipes-gate opening/closing animation - New pipes gate prefab - Set up pipes gate animation controller to use the state setup for the animation trigger code
9 Years Ago
- Spinning rotor blades in Pipes areas now hurt the player - Moved player death/deletion code to a central place - More whitebox level work
9 Years Ago
FOR FUCK SAKE wip wall interior model / tweak texture compression
9 Years Ago
Area2_WIP
9 Years Ago
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
9 Years Ago
9 Years Ago
- Town now shows up on main camera
9 Years Ago
New cam code and tweaks to main
9 Years Ago
- Added main camera prefab to town
9 Years Ago
- More camera code changes
9 Years Ago
- more cam stuff
9 Years Ago
- Trying new camera code
9 Years Ago
- Pipes dungeon test WIP
9 Years Ago
- Made enemy SOs for area1 types - Enemy pack test for Area1 enemies
9 Years Ago
- Pack SOs now specify min/max spawn "costs" - Enemies are now spawned randomly within spawn location radius
9 Years Ago
- Fixed bug causing spawned enemies to reset to Vector3.zero
9 Years Ago
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies - More MissionBuilder work
9 Years Ago
- Missed these
9 Years Ago
- Enemy packs are now randomly picked by mission builder - Refactored some mission building stuff to be in a less stupid place
9 Years Ago
- Fix for spawn locations in Area1_WIP1
9 Years Ago
FOR FUCK SAKE wip factory wall / dressing/light test
9 Years Ago
FOR FUCK SAKE pipe interior asset
9 Years Ago
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9 Years Ago
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9 Years Ago
FOR FUCK SAKE factory asset
9 Years Ago
- Enemy/enemy pack stuff
9 Years Ago
- Reworked scriptable object tools - Created enemy SO template
9 Years Ago
- Reworcked scriptable object creation menu tools to use new paths - EnemyPack scriptable object setup (empty) to be used to control enemy randomisation in levels/missions
9 Years Ago
FOR FUCK SAKE asset interior factory
9 Years Ago
- WIP changes to make enemy spawning better and work with mission randomisation
9 Years Ago
- Level changes to Area1_WIP1 ready to be broken into sections
9 Years Ago
- More mission randomisation stuff - Changed mission spawn location prefabs to work with new stuff
9 Years Ago
- Working towards picking and initing random missions
9 Years Ago
- Exit portals now call LevelFinished() before returning you to town - Area + level progression is now tracked and saved and reflected in mission screen - Level work
9 Years Ago
- level tweak
9 Years Ago
FOR FUCK SAKE interior floor asset/ cleaning
9 Years Ago
FOR FUCK SAKE factory interior floor asset/ cleaning asset
9 Years Ago
- Removed loads of missing components - Deleted loads of old unused assets/prefabs - Purged shit