318 Commits (master)

Author SHA1 Message Date
  JoshuaReason 775e8b93ef Fixed Diagonal + added Wait 5 years ago
  s3607057 (Angus Niven) c535a241a8 Changed a few prefab sections & fixed some misalignments. 5 years ago
  s3607057 (Angus Niven) b67bcde3fa 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. 5 years ago
  s3607057 (Angus Niven) 58eed26957 Fixed an accidental misalignment between the 4-player spawning pen and the track. 5 years ago
  s3607057 (Angus Niven) 1b97696e30 Added turntable conveyer belts with appropriate icons. 5 years ago
  s3607057 (Angus Niven) 32af52cf38 Fixed 4-player spawn to account for double-moves, changed MapManager to prevent more than one link section spawning in a row. 5 years ago
  s3607057 (Angus Niven) e3fc896f4b Cleaning up MapManager slightly. 5 years ago
  s3607057 (Angus Niven) be9a258618 Added a bunch of longer map sections. Added a simple weighting system for map sections (set for each section in the inspector), so that the proper map sections don't get drowned out by all the varieties of length-1 link sections. Removed the pit and conveyer belts from the 4-player spawn, so that we can use it for a demo. 5 years ago
  ClairePeta e52227703c Toggled a whole bunch of debug.Logs because they were killing me and slowing the loading time for the game. 5 years ago
  ClairePeta 6bfb58f4be Finished the environment turns for the traps 5 years ago
  Joshua Reason 5ee1be61f3 Conveyorbelt works 5 years ago
  Joshua Reason 3afffa1575 -Updated water to new system + Jumping has a bounce effect 5 years ago
  Joshua Reason ff6fe093b1 Merge conflicts with with some logic blocks 5 years ago
  Joshua Reason aa8b44bdee Pushing works 5 years ago
  s3607057 (Angus Niven) 547e82ab82 Tweaked how min and max difficulty work for adding new map sections. Added a bunch of new length-1 sections to join longer sections together if need be. Weighted the selection more towards longer sections. Divided possible map sections into multiple lists (each managed by a script object) to make them easier to work with. 5 years ago
  JoshuaReason c0ad428fa2 base push working but extremely buggy 5 years ago
  ClairePeta 798a8d8d31 Client deaths moves them from screen. 5 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. 5 years ago
  Claire Peta 61a73dc34c Set max players to 8 instead of 2(used for testing) 5 years ago
  Claire Peta 3298be6569 Fix the spawning getting the right pen at the start of the game 5 years ago
  Claire Peta 09108d3a1f Had the remove lives in the } instead of outside :S tested and confirmed 5 years ago
  Joshua Reason 742d88cb89 Started working on push 5 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 5 years ago
  JoshuaReason c55b13be62 start working on Derived block for water. 5 years ago
  JoshuaReason d78130ec4d Rotation is now cleaner 5 years ago
  Joshua Reason 0e5b672e0a worked on characters animation 5 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. 5 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. 5 years ago
  ClairePeta e03b0951cd Player is 'dead' when lives reach zero, client scene stays in 'waiting for players' 5 years ago
  s3607057 (Angus Niven) 4f457d682a Fixed some positioning issues. 5 years ago
  s3607057 (Angus Niven) 3412026fbf Created a map section template containing one of every block type, for easy duplication. 5 years ago
  JoshuaReason 83288f76c0 Working on Character controller 5 years ago
  ClairePeta 85e91de91f jpg icons 5 years ago
  ClairePeta 424ebb5296 PNG icons for logic blocks 5 years ago
  Claire Peta 97e9b8b712 Limit Connected Clients (Tested with 2 phones and laptop, laptop was kicked back to main connection screen) 5 years ago
  Claire Peta 20d7fe8548 Small changes made before class 5 years ago
  SWIN\jreason 91bcfed8bd Started working on more modular move 5 years ago
  ClairePeta 8bd42e3aa7 Character lives displayed inplace of score, removed scenescore as not being used 5 years ago
  ClairePeta 8d81b73dee Fixed the diagonal left and right block so character jumps diagonally 5 years ago
  Joshua Reason 4eee92e17e Started making htings more OO 5 years ago
  Joshua Reason 8f6a4c49ba Cleaned up GameMode and GameManager 5 years ago
  JoshuaReason 86b613e888 Started to clean up GameManager + merged with Angus's changes 5 years ago
  JoshuaReason 84e56fc57b fixed clinets still being blacked out on reconnection 5 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. 5 years ago
  Claire Peta 612a714021 Change the colour of the background so ita actually legible 5 years ago
  Claire Peta 35798a69d2 Fix prefab + script issue for inground trap 5 years ago
  ClairePeta 27ef03ad62 Separated the traps that need to be called after each turn and then after each round in the traps script 5 years ago
  ClairePeta 92b845258f Checked with single player for the collision with traps. 5 years ago
  Claire Peta 77315b21b4 last push from class 5 years ago
  Claire Peta 8809d906e3 Added boulder coroutine to raise and fall 2.0f 5 years ago