21 Commits (e08ae38e70ddd47be8952de156db20cbf4b74c8b)

Author SHA1 Message Date
  s3607057 (Angus Niven) e08ae38e70 Fixed respawning-related issues (I hope). Players should now respawn only on open squares and never on traps. 4 years ago
  s3607057 (Angus Niven) c1309d9165 Implemented new respawn logic: respawn location is the average loccation of players left on map, if any, or otherwise is the centre of the screen. Players will respawn in random open & unoccupied squares near this (within a radius of 1 if possible, widening the radius if there aren't enough open squares in that area). 4 years ago
  ClairePeta 0208a6d7c5 Billboard the player order on the backs of each character, 4 years ago
  Claire Peta 941f5df196 Tested code that works for block spawning 4 years ago
  Claire Peta 3a3270ed11 Uncomment stuff for collectable spawning testing + icon 4 years ago
  Claire Peta 365b6605cd Update to the block spawning script, added the call line to where the new map section is added to update the spawning positions(commented out for now) 4 years ago
  s3607057 (Angus Niven) 76374fc784 And removed the spammy debug statements that are no longer needed. 4 years ago
  s3607057 (Angus Niven) 1cb4324a8c Camera will now track the average position of all players on the track, and catch up to the leading player if they are off the screen. 4 years ago
  ClairePeta 6506309950 Fixed character play order, 4 years ago
  Claire Peta 50ac156d92 Forgot to push lafter class last night 4 years ago
  ClairePeta e52227703c Toggled a whole bunch of debug.Logs because they were killing me and slowing the loading time for the game. 4 years ago
  s3607057 (Angus Niven) 0bccb8dc42 Added more conditions to map section selection, based on width & difficulty, with width reducing & difficuty increasing as the game continues. Also split camera movement in RacetrackGameMode off into its own function in preparation for expanding it, so it doesn't clutter up OnRoundEnd. 4 years ago
  Claire Peta 3298be6569 Fix the spawning getting the right pen at the start of the game 4 years ago
  ClairePeta fbbdc46b5c Two people cant choose the same animal, even if one is selected before another peson connects. Life is now lost/deducted once at the end of the round instead of one per move (causing multiple lifes lost if in the pit) when lives reach zero players die 4 years ago
  s3607057 (Angus Niven) 3a6ae2f4c9 Added an 8-player starting area. Changed player-spawning slightly: instead of skipping index 0 for odd numbers of players, each starting pen section starts with no squares marked isSpawnable, and lists of squares to mark as spawnable on instantiation depending on the number of players. RacetrackGameMode.cs is currently hardcoded to call the map initialiser with five players, until I can figure out how to get the number of connected players when OnPreGameStart is called. 4 years ago
  s3607057 (Angus Niven) 465a8eb6b7 Implemented a procedural track creation framework. Track sections will now be added from a list prefabs, after checking that they can connect to the previous section. Sections that have passed out of camera view will disappear. Created a new scene using the procedural generator. The Lobby will now load it on starting a game. 4 years ago
  ClairePeta e03b0951cd Player is 'dead' when lives reach zero, client scene stays in 'waiting for players' 4 years ago
  ClairePeta 8bd42e3aa7 Character lives displayed inplace of score, removed scenescore as not being used 4 years ago
  Joshua Reason 8f6a4c49ba Cleaned up GameMode and GameManager 4 years ago
  s3607057 (Angus Niven) 923c5dfdf4 Split the racetrack script off into its own asset. The change to Data/Networking/Server/Realtime doesn't seem to be showing up in Sourcetree for some reason, though. It should have New Racetrack Game Mode.asset as its Value. 4 years ago
  s3607057 (Angus Niven) 0f9d8df6bc Implemented appropriate behaviour for having fallen into a hole: character loses their remaining moves for the round, respawns minus one life if they fell into a pit, or may jump out if they're in water. Changes to the FloatingOnWater prefab were necessary both to make the lose-your-remaining moves functions work (the block undernearth with the isWalkable and isWater flags), and to make it possible to fall into water on my build (shifting the box collider down by 1). If the latter causes issues on Claire's build, it can be reverted without affecting the rest of this commit, until we figure out how to make it work on all our machines. 4 years ago
  s3607057 (Angus Niven) e5d12374c6 Pits & cannons added to racetrack. 4 years ago
  Claire Peta 267fdba368 final push pre-beta presentation 5 years ago
  Claire Peta 63b1ef13ad Change starting cube colour 5 years ago
  Claire Peta 1e438e5225 fixed scoreboard problem, linked score updated into scoreboard script, automatic load 5 years ago
  Joshua Reason b368c78f9e Added leader score; 5 years ago
  Joshua Reason 8b1e2b3d78 more work on gamemodes 5 years ago