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- Started the timer, gotta stash it somewhere, need to create a build
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- Merged in Ilya (pull request #18)
- Attached cursor images
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- Implemented the upper-limit of spell upgrade ranks
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- Merge branch 'pulls/17'
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- Merged the pull request and fixed the level bugs
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- Blood effect
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- Fixed the spell slot selection limit (again)
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- Merge remote-tracking branch 'origin/PaintingSpells'
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- Merged in Sora'sChanges (pull request #16)
- New maps!
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- Fixed things, not spells
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- Merge remote-tracking branch 'origin/master' into PaintingSpells
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- Merge remote-tracking branch 'origin/Sora'sChanges'
- # Conflicts:
- # Assets/Scenes/Level 1.unity
- Used 'Master' and overwrote all sora-side changes
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- Fixed the tutorial being added to all the levels by breaking it out of the prefab and into it's own canvas.
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- Merged in Ilya (pull request #14)
- Updated spell sprites
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- Added lizard creature animation and sprites, firing animation no longer plays if player doesnt have sufficient mana (reverted from commit 875a1e3e93813b6786fc1fff9a0692ba6aa7cdb2)
- Cut out the Changes made to the Level 1 scene because they didn't do anything and caused a conflict
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- Started implementing spell painting by fiddling with the Push Spell
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- Fixed the Ice Spell to properly scale it's percentage with the rank
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- Fixed the fixed trap colliders
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- Fixed the traps to have better colliders
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- Renamed all the spell slot titles on the upgrade screen to have a more appropriate number.
- Changed the part of the playercontroller that was breaking the save/load function of the upgrade screen (resetting to default values every time).
- Fixed a bunch of other aspects of the spell upgrade screen that makes it a far more useful feature.
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- Linked the tutorial scene from the Main Menu
- Hard-coded the default available spells (untested).
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- Fixed the push cursor bug, moved cursor images over to the spell prefab, reset the player's default health, fiddled with the player's default spells, fixed the spell upgrade screen allowing changes to go negative,
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- IT FUCKING WORKS NOW CHRIST
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- Merge remote-tracking branch 'origin/master' into ItWasWorkingHere
- # Conflicts:
- # Assets/Prefabs/LevelStuff/LevelUIPrefab.prefab
- # Assets/Prefabs/Player.prefab
- # Assets/Scenes/Level 1.unity
- # Assets/Scripts/PlayerController.cs
- Resolved hopefully properly, but have to sort the UI Prefab Manually
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- Fixed UI Scaling for Upgrade Screen
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- Fixed stuff that had broken because Git
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- Merged in Ilya (pull request #12)
- Updated boom sprite
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- Merge remote-tracking branch 'origin/master' into ProgressionAndUpgrades
- # Conflicts:
- # Assets/Prefabs/LevelStuff/LevelUIPrefab.prefab
- # Assets/Scenes/Level 1.unity
- Still lost the player follower object, going to need to get it back somehow
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- Trying to separate gameobjects so they don't overwrite each other because Git doesn't understand Unity Objects
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- Renamed the player thing for readability
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- Trying to fix merge conflicts
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- Merge remote-tracking branch 'origin/master' into ProgressionAndUpgrades
- # Conflicts:
- # Assets/Prefabs/LevelStuff/LevelUIPrefab.prefab
- # Assets/Prefabs/Player.prefab
- # Assets/Scenes/Level 1.unity
- # Assets/Scripts/PlayerController.cs
- Mostly took theirs except when I knew better (reverted from commit 71c54d7cfabe120b7ee24d977e79fc62d98a3418)
- Reverted a bunch of stuff because I'm an idiot and overrode the Upgrade Screen
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- Merge remote-tracking branch 'origin/master' into ProgressionAndUpgrades
- # Conflicts:
- # Assets/Prefabs/LevelStuff/LevelUIPrefab.prefab
- # Assets/Prefabs/Player.prefab
- # Assets/Scenes/Level 1.unity
- # Assets/Scripts/PlayerController.cs
- Mostly took theirs except when I knew better (reverted from commit 71c54d7cfabe120b7ee24d977e79fc62d98a3418)
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- Merge remote-tracking branch 'origin/master' into ProgressionAndUpgrades
- # Conflicts:
- # Assets/Prefabs/LevelStuff/LevelUIPrefab.prefab
- # Assets/Prefabs/Player.prefab
- # Assets/Scenes/Level 1.unity
- # Assets/Scripts/PlayerController.cs
- Mostly took theirs except when I knew better
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- Converted the canvas to operate in world. Helps with explicit rendering.
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- Merge remote-tracking branch 'origin/master' into PushSpellOverhaul
- # Conflicts:
- # Assets/Scenes/Level 1.unity
- Resolved with 'Theirs'
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- Made spell cooldown timers attached to the spells (mostly), also implemented the timer for the experimental push as a result.
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- Applying the rank to a bunch of spell-based mechanics to attempt to justify putting points into it. Still need to tweak mana cost updating though as it needs to happen directly to the prefab rather than in start for all the rest of the code to still work.
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- Added a possible fix for the jittering which occasionally enables collisions but mostly keeps them disabled.
- Also removed legacy trap pictures which were still kicking around for some reason even though I could swear I deleted them
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- Added a rotating selection type majigger to make the player's position more obvious
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- Added the Health and Mana bars that follow the player
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- Finally got spells and their ranks synchronised across scenes (and as a happy coincidence, across games).
- Also managed to get the player spells synchronised (needs more testing) with the upgrade screen's spell selection mechanic.
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- Attempting to create a cross-scene data saving mechanic which as a happy coincidence will also be the way I overwrite the player's spells with the values they selected in the upgrade screen.
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- Started implementing the 'select spells for slots' mechanic.
- Dropdown exists which shows 'None' followed by a list of spells which are 'unlocked'.
- Also made the Escape Key toggle the menu.
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- Finally got the upgrade gui working properly, and it no-longer interferes with gameplay...
- Still doesn't actually affect the spells in any way though, yet.
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- Switched over the spell colours to reside within the spell script.
- Added a bunch of GUI related stuff which currently breaks the game.
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- Removed the previously committed structure because there's a better way (static variables)
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- Initial commit, structure is in place for script to be viable cross-scene.
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- Merged in Ilya (pull request #10)
- Added player legs and leg animation, added leg script,
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- AlsoTest
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- Test
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- Merged in Ilya (pull request #8)
- Health
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- Sorta fixed spiders to animate hits noticeably.
- Tried to fix camera clamping with teleport, didn't succeed yet, but optimised slightly nonetheless.
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- Merged in Sora'sChanges (pull request #7)
- NEW TRAPS! See if I broke anything... HawHaw
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- Fixed enemies spawning outside world boundary (probably)
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- Merge remote-tracking branch 'origin/PushSpellOverhaul'
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- Initial additions to the push spell overhaul.
- Fiddled with animations as well.
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- Implemented the advanced push spell, needs testing on somewhere with an actual mouse.
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- Initial additions to the push spell overhaul.
- Fiddled with animations as well.
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- Implemented the slowdown trap.
- Moved the prefabs into their own categorised folders
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- FINALLY fixed the flashing animation not playing when the death animation does...
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- Implemented Enemy Movement randomisation
- Implemented Enemy flashing when damage taken
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- Fixed the testing-level of mana
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- Fixed the bloody weird positioning bug on the lightning... Turns out it was the animation hard-setting the value the whole time
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- Went through and added comments to pretty much everything code-wise, and deleted an animator that wasn't necessary.
- Discovered that the lightning spell is not working properly but can't yet track down why.
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- Fix the teleport freeze to allow spell selection while still disallowing spell firing
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- Ice Spell works, is reasonably balanced except for cost.
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- Added EnemyController Code to properly apply DoT
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- Added in the Ice/Slowdown Spell... Does slowdown and DoT, but needs EnemyController Fiddling.
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- Removed debug message I accidentally left in
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- Really Fixed Build Settings
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- Added the teleport spell, optimised some other spell animations to have nicer (animated) colliders. Fixed the build settings (again)
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- Implemented Camera Clamping to within world boundary.
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- Added a new barrier sprite that I took off the internets (it's terrible, which is a good quality for a placeholder :P)
- Also made the player re-collide with the barrier and tweaked their collider.
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- Added the ability for the colour of the health/mana bars to darken when the current amount is higher than the 'total', as well as allowed the amount to actually increase above the total.
- Added a background for the Health, Mana and Kills Bars in preparation for them having an actual container, and also for ease of reading.
- Limited the length of the bar to be as long as it ever should be, regardless of overflow of the actual amount.
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- On master: SmartGit: automatic stash on Merge.
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- index on master: 3aa1178 Added back the ability to die, death animation works properly, fun stuff!
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- Made the UI bars change length according to game state
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- Fixed width of enemies to take up more space
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- Fixed the enemy count being artificially increased by spell effects affecting dead enemies.
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- Moved the rest of the spells into their folders
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- Implemented scroll wheel spell selection
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- Explosion spell works as expected. Probably needs balancing :P
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- Made a tonne of changes.
- Replaced the 'copy paste' from scene to scene format with prefabs, so now we can synchronise certain things across all our game levels (UI, and such).
- Fixed some animation stuff that had broken again... Hopefully it commits properly.
- Renamed the 'LightningContainer' tag to 'SpellContainer' and implemented it as the parent object of all spells, not just lightning related ones.
- Added some stuff for the Boom Spell... Currently isn't booming, but soon:tm:
- Removed and moved a bunch of files.
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- Added back the ability to die, death animation works properly, fun stuff!
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- Theoretically successfully merged Ilya's Branch into master. Will test and merge properly if successful.
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- Fixed the main menu scaling too
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- Fixed the UI to be scaling to the screen again
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- Fixed Spell layering
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- Merge branch 'BeamSpell'
- # Conflicts:
- # Assets/Scenes/Level 1.unity
- Merged the Beam spell into the Main branch, and fixed a bunch of errors that arose as a result. Should work fine.
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- Implemented Beam Spell with new Beam Animation. Animation is slightly hinky but is relatively easily fixed.
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- Merge remote-tracking branch 'origin/Sora'sChanges' into BeamSpell
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- Made the Beam spell work pretty much correctly, takes away mana, goes to the cursor, deals DoT, etc.
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- Added the Spell Script and Prefab, now I've gotta get the 'holding it down means it keeps firing' mechanic working.
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- Renamed the Ass4 scene to Level 1.
- Reworked the Buttons script to work relatively rather than absolutely. (Same script for all the next-level/replay buttons)
- Fixed the 'Mana' object so that it can now be detected via scripting. No need to drag and drop for each level, long as they're named the same.
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- Fixed dead sprites rendering on top of living ones.
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- Fixed most of the warnings, left the camera one for the pickups because it'll probably be necessary to render the GUI pointer
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- Added colour-based indicator of whether the spell can be afforded.
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- Made player always render on top of alive enemies, which always render on top of dead enemies.
- Disabled physical collision between player and enemies.
- Increased physical collision range of enemies with themselves
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- Merged in Sora'sChanges (pull request #5)
- New Enemy
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- Made enemies a tad faster by default to force use of push to remain alive.
- Added a small physical collider to them so they don't overlap
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- Hopefully made the lightning spell more reliable
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- Fixed (hopefully) the reset problem with enemy spawning.
- Also fixed the push spell not working on enemies that are too close.
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- Added container for lighting prefab spawning (implemented Lightning Container and Enemy COntainer on both levels).
- Fixed enemy deaths by deleting their rigidbodies.
- Implemented semaphore locking on contagion ranges to hopefully make the spread more reliable when enemies are already inside when it spawns.
- Did a little balancing of the fireball and the lightning.
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- Made the enemies slower so that it's no-longer impossible to survive.
- Fixed the enemies having their script delete itself (so lightning broke), as well as enabling the fix across all the other files that reference it (sigh).
- Limited the number of contagion ranges that can spawn at any one time... Might need to be upped to a decent number, but seems fine so far (plus no more crashes!)
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- Fixed the damage over time only working when the player is moving.
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- Spammed in a bunch of comments, not finished by a long shot, but they're there.
- Implemented the Player as a Prefab so that we can carry it across scenes.
- Implemented Enemy Spawning within a container to prevent Hierarchy Spam, will probably do something similar for spells and areas eventually.
- Made the Enemy Rotation base itself off having no health rather than not moving to prevent it activating when stopping at the player.
- Added a start delay to the enemyspawner script to allow for greater control and variety with enemy spawning.
- Started referencing Static Class Variables properly, and moved the totalVisibleEnemies count to the player to allow it to apply globally over all instances of enemyspawner.
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- Merged in Ilya (pull request #4)
- SpiderSprite Death and rotation animation
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- Removed the Death Sprite from the Scene
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- Fixed the main menu.
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- Fixed the cursor not re-filling when swapping during cooldown
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- Re-wrote cursors to be animatable, added Cursor Animation (both passive rotation and radial fill for the cooldown timer).
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- Added cursor rotation and filling of the timer based on the time until the spell cooldown resets
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- Re-wrote Cursors, implemented animated timer, but not animating properly
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- Started re-writing the cursors, currently everything is broken
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- Replaced MouseLook with a couple of lines in PlayerController to resolve duplicate code issues.
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- Changed the spell speeds to be less crappy
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- Implemented proper kill count win condition scale-able to multiple enemy spawners, also adding a bunch of random image assets that aren't tracked for some reason!
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- Made lightning not infinitely exponentially overpowered.
- Made trap cooldowns specific to traps not global.
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- Merged in Ilya (pull request #2)
- New sprites
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- Next stage of lightning contagion complete, all that's left now is to make it's propogation limited
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- Merged in Sora'sChanges (pull request #1)
- Sprites Changes
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- Second stage of lightning spell completed
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- Added the script back to the traps after renaming it so now they work again
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- Renamed NegativeTrigger to TrapScript for clarity
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- Implemented the first stage of lightning spells, currently don't propogate.
- Refactored Spell code to work based off inheritance.
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- Adding Lightning Spell and re-working spells to use inheritance
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- Quadrupled enemy spawn rate
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- Made the traps smaller, kinda makes it more fun, but still need movement incentive
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- Made the push spell work better
- Made the spells faster
- Made the hitbox appropriately sized
- Made enemies not die till you've seen them (ish)
- Removed a deprecation warning
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- Fixed the Enemy Animations after they broke for some reason.
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- Moved the project 1 folder higher to try to get it to work properly with the cloud build.
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- Removed the broken animations we were testing as well as a bunch of superfluous sprites.
- Also fixed the deprecated application.loadlevel calls by switching to the new function
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- Removed mana drops from spell kills, changed enemy sprite back to small one, and such
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- Added Ant as Enemy
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- Implemented pausing and switched from Time.timeScale == 0 to playerController.paused
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- Implemented mana cost, set default costs for existing spells.
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- Removed deprecated level load and switched to scene loading.
- Added the scenes to the build settings so the buttons actually work.
- Fixed the background music not stopping when you win.
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- Disabled spell firing and spell selection while paused (and possibly other inputs as well)
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- Fixed up the event system so now the playerController is the one that decides on the state of the game.
- Implemented Pause and properly applying sounds to all events.
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- Merge remote-tracking branch 'origin/MessingUp'
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- Removed some commented code that was not needed anymore, re-fixed the selected spell colour box thing.
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- Fixed the errors I was having.
- Spells are essentially infinitely expandable.
- Far less traps on the level, much more exciting gameplay!
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- Reverted the changes from the previous two commits, will try to fix those in a separate branch
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- Saving current work
- Broken dunno why
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- Stuff definitely broke, gotta commit and push to do a diff to figure out what/how
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- Saving current work
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- Implemented the Damage over Time mechanic, but to do so I had to convert health and damage to floats, which messes up the UI a little bit, though I'm not sure why.
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- Added a push spell animation, is loads of fun but needs a cooldown to make it more antsy
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- Push spell added, number keys switch between spells
- I reckon the push spell might be the funnest thing ever!
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- Converted player to take health damage instead of lose lives based on trap AND enemy collision.
- Damage over time is not implemented yet though.
- Spells can be set as piercing, but default to deleting themselves when they hit a single enemy
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- Fixed the enemies taking damage when hit by spell, and fixed spells deleting themselves when they exit the play area.
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- Implemented spells firing at mouse position.
- TO-DO: Need to destroy them when they go outside the boundary (which should be working, but isn't).
- TO-DO: Have enemies take damage on contact (also should work).
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- Fixed up the level so all the traps are tagged properly with 'Trap'.
- Tidied up some code inside the EnemyController to take damage according to the value set on the trap, and only check if it's died during the damage-taking.
- Changed the Enemy Prefab back to having the collider as a trigger, so now enemies are actually hurt by traps instead testing to see if they're an obstacle.
- Enemies now rather amusingly spawn immediately on top of and are killed by traps... Will probably need to significantly reduce the amount of traps in the levels from what we have now.
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- Massive Massive Massive changes, threw everything into categorised folders, added some basic stuff to Ass4 Scene and various other housekeeping changes.
- Also added rudimentary animated enemy as requested by Ilya.
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- Quick fix to add the snippet that makes them rotate to face the way they're moving
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- Enemy spawner script works (may not be very optimal).
- Attached a sample config for the script to the DefaultEnemy prefab for testing.
- The spawner script requires attaching to a gameobject in the scene, and also requires a WorldBounds prefab with the Collider2D set to the area in which enemies can spawn.
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- Implemented 'Enemy Seek Player' AI behaviour.
- Implemented 'Click Enemy to Delete it' behaviour.
- Changed the Negative Trigger script to only hurt the player if the collision was with the player.
- Added a DefaultEnemy prefab using the Medkit as the sprite and with a couple of basic settings enabled.
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- Basic Basic structure of the Seek-Player Enemy AI (I've also included damage, health and position)
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- Added the web player build folder to the repo exclusions
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- Removed the item pickups from the scene. spread out the wreckage to not be the main obstacle.
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- Removed the bob scenes and stuff, added in my COMP260 prototype as the basis off which we can build the prototype for Merlin.
- The test scene is still in, but I'm not 'The Guy' for scenes, so they can modify it to be how it should be after we get something working!
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- Changed serialisation of assets to be non-binary, should help with merge conflicts being easier to fix
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- Added Bobby and put the cool new stages in testscene
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- Another test scene
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- Added Test Scene with prefab, and some 2D assets
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- Base Unity Project stored in Git for fun and lulz.
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- Adding gitignore file because windows sucks
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