2,200 Commits over 578 Days - 0.16cph!
- Rearranged skill tree ability unlock levels/positions via the XML file
- Increased size, speed and travel distance of Buzz Saw
- Made the Bazz Suw placeholder model a bit more glowy
- Projectile knockback is now disabled by default
- Turrets now have a bit more default variance in firing rates
- Added text to gameplay UI below target health bar to show the name of any ability a special enemy has (Want to look at replacing this with clear ability icons later on)
- Special enemies now get 4x health up from 2x by default
- BaseEnemyAbility now gets a BaseEntity ref instead of EnemyShip
- Turrets now have a chance of spawning with the Shield ability
- If an enemy gets spawned as "special" and get's an extra ability, it also receives 2x as much health and loot drop chance is set to 100%
- Lots of enemy ability/manager changes
- Added healing beams enemy ability
- Tweaked values for healing/shielding
- Booze burners and patchers have a 20% chance of picking a random ability to spawn with
- Can now specify a random range for enemy ability durations
- Tweaked enemy shield values
- Reduced booze burner speed slightly
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have
- Reworked some enemy ability scripts to use new system and deleted some old unused ones
- Added AbilityPicker script as a starting point for enemy ability assignment
- WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
- Skill points are now awarded from level 2 onwards intead of 1
- Added targetted enemy health/name bar to top of gameplay UI
- Made targetFinder component
- Gave enemy prefabs real Name values
- Fixed hidden enemy in 1-1
FOR FUCK SAKE attempt to fix weird error
- Reverted some random script changes that were causing errors??
FOR FUCK SAKE burner and camera prefab for new flame and bloom
FOR FUCK SAKE tweak material
FOR FUCK SAKE updating shaderforge
- Level up panel now correctly shows if and how many unspent skill points are available
- Added a panel to gameplay UI ready to show when you have unspent skills
- Decreased item hoover range from 200 to 100
- Moved hit shader effect calling code to a component, EntityHitEffect, and made it a required component of BaseEntityt
- Made the values of hit effect accessible from the inspector
- Added the hit effect to enemy prefabs for area 1
- Patcher glue now is correctly set to destroy on impact
- Set camera shake values to somethig noticeable again on the new camera prefab
FOR FUCK SAKE fix collision from a bad commint
- Hit effect flash now has a shorter duration (0.05 instead of 0.1)
FOR FUCK SAKE hit effect and shader change
- Boozeburners, patchers and spikey things all now have loot chances
- Crates are no longer guaranteed to drop items
- Added small chance of health orbs to all loot drops
- Increased the amount of experience needed to level up
- Made starting weapon crappier
FOR FUCK SAKE main shader with metalness/gloss/ao map contro,l and effect for states
- Loot is now hoovered up when in range
- Increased size of placeholder loot model
- Clicking left stick now shows the names for all dropped loot items, if they've timed out and hidden.
- Increased size of loot crates
- Loot items now have larger name text and the text colour matches the item's quality
- Pressing R on the character select screen now wipes all save slots and reloads the scene (for dev)
FOR FUCK SAKE tweak baground shader to make it look more starry and less smoky
FOR FUCK SAKE added fake SSS to the main shader
!A temporary reflection probre update script
- Started reworking the way enemy difficulty/level is scaled
- Added a lerp speed mulitplier for when boosting to allow the camera to follow faster.
- Character/inventory screen model now shows equipped items correctly
- Added the new player ship base model to the character screen (equipped items don't reflect playership yet)
- Skill tree points are now capped at one per character level
- Points spent in skill trees are now saved to disk and reloaded. Unlocked abilities are restored.
- Weapons now save and restore their correct ammo prefab type and shoot the right thing when loaded again!
- Equipped items saving/loading of baseitems now works properly again and now re-equips the items properly and applies the correct loot item models to the player ship
- Fixed a bunch of warnings
- Removed missing components from some prefabs
- Deleted the old and unuse melee/ranged ship prefabs