221 Commits (14fc59540fe0bbac1143e2d662d8dbf168fe1733)

Author SHA1 Message Date
  JoshuaReason 14fc59540f Maybe fixed double move respawn 5 years ago
  Joshua Reason 121eed4535 Updated hook + WebGL 5 years ago
  s3607057 (Angus Niven) e08ae38e70 Fixed respawning-related issues (I hope). Players should now respawn only on open squares and never on traps. 5 years ago
  Joshua Reason 3e7480ff17 Added replace block + updated webgl build 5 years ago
  Joshua Reason d3720b4dae Did some bug fixing. Water pushes character off if someone ends up ontop 5 years ago
  Claire Peta aad9206184 Have to head home, psu hof small changes i made while play testing for bugs and whatnot (forgot to stage all on previous push) 5 years ago
  Joshua Reason 506cfb8f2c Falling works + fixed cannon prefab 5 years ago
  ClairePeta 3f25529235 Added sprites to resources for client side so icons load for logic blocks, 5 years ago
  ClairePeta de9fa199f3 Added winner scene, 5 years ago
  s3607057 (Angus Niven) 2c9f01a405 Applied new respawn logic to falling off the map as well. 5 years ago
  Joshua Reason 24cb2510c1 fixed some merge errors 5 years ago
  Joshua Reason 3e1b9c674e Webgl works alongside android + included in project 5 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). 5 years ago
  ClairePeta 0208a6d7c5 Billboard the player order on the backs of each character, 5 years ago
  Joshua Reason e80bfafbe2 Got webGL build working, some bugs still 5 years ago
  Claire Peta 941f5df196 Tested code that works for block spawning 5 years ago
  JoshuaReason b3b84695aa fixed gizmos breaking things on play 5 years ago
  JoshuaReason 74bfd13ced Block gizmos visible in Prefab view 5 years ago
  Claire Peta 3a3270ed11 Uncomment stuff for collectable spawning testing + icon 5 years ago
  JoshuaReason eab76a866f fixed hookshot serialization + added isvisible function 5 years ago
  s3607057 (Angus Niven) c7dc3a5dcc Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
  Claire Peta 5d9a6caecf Fixed the character script after merge :) 5 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) 5 years ago
  Joshua Reason 186a1dd634 Fixed cannon so we aren't waiting for it. Started to add hook shot. 5 years ago
  ClairePeta 764cb2c537 Block spawning update 5 years ago
  ClairePeta a360fe8d9c Fixed the cannon and converyor belt traps, and set up Block to mark some as spawnable locations - please noone touch the blockspawn script - im still working on it 5 years ago
  Claire Peta 1105ee3d41 Fix max players to 8 5 years ago
  JoshuaReason 79f0289d00 fixed dying on a half turn, removed old half turns 5 years ago
  s3607057 (Angus Niven) 76374fc784 And removed the spammy debug statements that are no longer needed. 5 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. 5 years ago
  Joshua Reason 47b91aac84 Added ability for player one to start game 5 years ago
  ClairePeta 6506309950 Fixed character play order, 5 years ago
  Claire Peta 50ac156d92 Forgot to push lafter class last night 5 years ago
  s3607057 (Angus Niven) abd9926b80 Fixed bug that was misplacing the spawning area due to startX being changed between games in MapManager.asset. 5 years ago
  JoshuaReason 775e8b93ef Fixed Diagonal + added Wait 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) 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