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Lowered difficulty mins on some of our level sections so they'll show up earlier. Made difficulty scale up faster with track length. Fixed a misalignment of the in-ground trap components.

master
s3607057 (Angus Niven) 4 years ago
parent
commit
b67bcde3fa
9 changed files with 77 additions and 73 deletions
  1. +1
    -1
      Assets/Prefabs/Map Sections/Map Section Template.prefab
  2. +1
    -1
      Assets/Prefabs/Map Sections/Width 5/Beltplex 5-1.prefab
  3. +31
    -29
      Assets/Prefabs/Map Sections/Width 5/Map Section Template 1.prefab
  4. +1
    -1
      Assets/Prefabs/Map Sections/Width 5/Sidebelt Pits 5-1.prefab
  5. +1
    -1
      Assets/Prefabs/Map Sections/Width 5/Sidebelt Pits 5-2.prefab
  6. +1
    -1
      Assets/Prefabs/Map Sections/Width 5/Waterpit 5-1.prefab
  7. +31
    -29
      Assets/Prefabs/Map Sections/Width 7/Map Section Template 1.prefab
  8. +9
    -9
      Assets/Prefabs/Traps/InGroundTrap.prefab
  9. +1
    -1
      Assets/Scripts/Map Generation/MapManager.cs

+ 1
- 1
Assets/Prefabs/Map Sections/Map Section Template.prefab View File

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Assets/Prefabs/Map Sections/Width 5/Beltplex 5-1.prefab View File

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Assets/Prefabs/Map Sections/Width 5/Map Section Template 1.prefab View File

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difficultyMin: 2
difficultyMax: 5
weight: 1
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+ 1
- 1
Assets/Prefabs/Map Sections/Width 5/Sidebelt Pits 5-2.prefab View File

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difficultyMax: 5
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+ 1
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+ 31
- 29
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difficultyMin: 0
difficultyMax: 0
weight: 1
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+ 1
- 1
Assets/Scripts/Map Generation/MapManager.cs View File

@ -410,7 +410,7 @@ public class MapManager : ScriptableObject
}
//Ramp up the difficulty as the track extends
difficulty += ((int)endX - (int)startX) / 10;
difficulty += ((int)endX - (int)startX) / 7;
/*diffMin += (totalSections - 2) / 2;
diffMax += totalSections / 2;*/

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