2,200 Commits over 578 Days - 0.16cph!
- Area0 boss now drops a specific loot item
- Reworked Area0 to be more open and noob friendly
- Mission items for Area0
- Removed DX11 option from list, until it breaks something @Ezmeow
- Loot now spawns with a slight delay between each item dropped and scales in
- Loot names are no longer parented to the item and items no longer rotate
- More LootDrop changes
- Added standard loottable to area 1 enemy prefabs
- Elite enemies now access loottable instead of the old method
- Lowered default loot table values
- Checked in area work from other day
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- New files I forgot to commit in the commit 5 seconds ago
- Reworked LootDrop into LootDrop and LootTable so enemies can have specific loot tables as well as area specific loot tables, as well as random loot.
- Reworked some level select items
- Level work
- Changed the way weapon items work
- Weapon loot stats are now randomised and based on item level
- LootDrop now has a chance to drop the reworked Weapon item
FOR FUCK SAKE glue projectile particle and player effect
- Patcher glue tweaks. Faster, bigger.
- More Patcher tweaks, much faster and more evasive
- Slightly increased size of turrets
- Patchers now move fast, turn faster and retreat further to evade player
- Fix for Patcher behaviour because animator wasn't found
- Area1 changes from yesterday?
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- Made a Pipe Spawner prefab
- Area0 work
- Area1 changes to open up the level a bit as it's a noob area, started a gated trap area
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- Area 0 mission setup with placeholders
- Bug fixes
- Dialogue/mission event improvements
- Made Area0 boss practically unlosable as it's about 3 minutes into the game
- Area0 work
- Rough Area0 boss
FOR FUCK SAKE graphic setting, adding shader to the build
FOR FUCK SAKE reactivating image effect
FOR FUCK SAKE attempt to fix everything at the same time!
FOR FUCK SAKE fixing stars.....and clouds
FOR FUCK SAKE attemps to fix background
FOR FUCK SAKE applied script on camera reverted version prefab
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FOR FUCK SAKE shader and image effect big optim
FOR FUCK SAKE try to fix player material crash problem
FOR FUCK SAKE glow on burner as the script make the glow selective on the different body part
FOR FUCK SAKE player ship textures
FOR FUCK SAKE burner glow map and material
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FOR FUCK SAKE added missing shader to the loaded shader array
FOR FUCK SAKE tweaked bouncer gloss to make it easier to read
- Bouncer enemy work
- Area0 work
- BaseMovement now can be forced to use it's entity's forward direction instead of desired forward direction
- Added shaders to forced include (wip fixing something)
- Setup Bouncer enemy prefab with new model
- Area0 work
FOR FUCK SAKE material with glow and mask
FOR FUCK SAKE texture path to mirror the model folder
!A transparent shader
!A bouncer model/texture
- More mission work for Area0
- Added placeholder Bar tab mission and mission text to Area0
- Started working on a rough introduction area
- Pause state work
- Special enemies now get visual effect
- Enemy work
FOR FUCK SAKE rework the edge filter, effect is now per material rather than layer based
FOR FUCK SAKE tweaked the main shader to work with all the image effect filters
!A highlight effect (per material)
- Increased explosion size
- Placeholder explosion debris is back