12 Commits (3cfd98a474d0279149ebc2dd5a52484e4f3dfbab)

Author SHA1 Message Date
  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. 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
  ClairePeta 6bfb58f4be Finished the environment turns for the traps 4 years ago
  Claire Peta 35798a69d2 Fix prefab + script issue for inground trap 4 years ago
  ClairePeta 27ef03ad62 Separated the traps that need to be called after each turn and then after each round in the traps script 4 years ago
  Claire Peta 77315b21b4 last push from class 4 years ago
  Claire Peta 8809d906e3 Added boulder coroutine to raise and fall 2.0f 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
  ClairePeta e5cf27b937 Work in Progress - Scripting up Traps 4 years ago
  Claire Peta dbc30f7eca Finalizing of model/prefabs for Traps 4 years ago
  ClairePeta 60e9ecff0f Animal colour hex fix 4 years ago