• Setup scene with folders
  • Setup layers, tags and sorting layers
  • Rigged player and an asteroid with some shapes
  • Created interface for clickable objects
  • Created Health script and an EnemyClicked script which obeys my interface
  • Enemies can now be clicked wooo
  • Slider now works and lerps woo
  • Tweaked the recharge speed on the lasers
  • Added a health bar (not working yet) and changed the charge bar to green
  • Added an asteroid placeholder sprite
  • Changed some collider settings
  • A nice float range class which makes me feel smart but it isn't that great
  • Random spawn wait times
  • Created a spawner that only spawns around the border (this took so long because of bugs and stuff)
  • Hazards parent nicely in inspector
  • Asteroids move at a set speed, but only up
  • Asteroids now look soley at the centre
  • Asteroids have varying speeds
  • Percentage chance for asteroids to be pointing at the player
  • Asteroids that were not aiming at the player are now guaranteed to enter the screen
  • Bit of cheeky folder organisation
  • Asteroids that are confirmed to hit the player now no longer aim at (0,0), but a boundary. Looks a bit less generated.
  • Asteroids now one hit the player
  • Player now take damage and the health bar goes down (some errors on destroy though whoops)
  • Errors have been fixed woo!
  • A boundary woo!
  • Only a base class for collision comparison, Editor scripts and fun stuff to come
  • No time or energy for anything today (too much revision to do) so all I did was change the list to a dictionary
  • Changed some numbers around woo
  • Primitive collisions added
  • Instant kills added
  • Offline work on the trigonometry problem of intersection
  • ScriptableWizard lil' guy
  • So collision tags now come up woo!
  • All the Unity tags now register with the wizard
  • Cheeky late switch to EditorWindow for easier GUI stuff, but the list doesn't show up for now
  • List shows up
  • Toggle groups show
  • Toggles line up
  • Labels! And in bold!
  • Wizard only shows up when an object is selected (not specified yet)
  • Specified to only show when OnCollision is present
  • Can now assign to collisions :D But I had to switch to a list and then assign it to the Dictionary at runtime because of serialization :(
  • Wizard now loads the collisions from the selected object
  • You can undo changes and they finally serialize over Unity saves :D
  • Spawner now uses a list rather than just one asteroid
  • Changed the way the spawner generates positions (yay lambdas!)
  • Got rid of unnecessary scripts woo
  • Statistics!
  • Made a player statistics script to keep all the statistics in one place
  • Stop functionality for asteroid movers
  • Asteroids stop when clicked now
  • Changed the location of a yield statement so there's now no longer a frame delay for clicking after recharge.
  • Added a projectile prefab
  • Projectile movement
  • Did a little workings around that achieves nothing
  • Now use transform.forward instead of transform.right what a stupid design decision
  • Changed 'AsteroidMover' to 'StraightLineMover'