35 Commits (4604ae77c7e19c0b82ac6a11500844521da16326)

Author SHA1 Message Date
  Joshua Reason 7e1f85b7e4 Did some webGL fixes + port stuff 5 years ago
  s3607057 (Angus Niven) db19ee9723 Made the cannons able to start at different points in their countdowns. Made falling off things cost lives (player is currently notified a turn late). 5 years ago
  Claire Peta 726859573f Chicken Wing 5 years ago
  s3607057 (Angus Niven) c3cd229d15 Fixed problems with falling of the far side of the track, made the pit trap logic the same as the falling-off-the-side logic, removed some sub-par link sections that were clogging up the lists of possibilities. 5 years ago
  s3607057 (Angus Niven) ecb0fe6dc8 Fixed conveyor belt going the wrong way in Backbelt 5-1 (and added a variant with a slightly different pit arrangement).Added a couple of extra link sections. 5 years ago
  Claire Peta 866c8e2e02 Fix conveyorbelt issue 5 years ago
  Joshua Reason 3e1b9c674e Webgl works alongside android + included in project 5 years ago
  s3607057 (Angus Niven) 68616012ac Rotated the turntable conveyor block to make the picture clearer. Moved the snaking levels into the width-3 section, and added them to the list of potential sections. Added a width-5 snaking section (still slightly WIP, want to add hazards & obstacles to spice things up). 5 years ago
  JoshuaReason 74bfd13ced Block gizmos visible in Prefab view 5 years ago
  s3607057 (Angus Niven) 5b31d42f21 Fixed wrong bool ticked on one of the map sections. 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
  Joshua Reason 186a1dd634 Fixed cannon so we aren't waiting for it. Started to add hook shot. 5 years ago
  s3607057 (Angus Niven) 6f594d0436 Hopefully fixed issue with the missing spawn block in the 4-player pen. 5 years ago
  s3607057 (Angus Niven) 25610a9901 Removed some link sections from the roster (the 7-widths and the ones that had water/pits next to the edge, because those looked weird). 5 years ago
  s3607057 (Angus Niven) 16eb8a02b4 Another 4-player spawn revision. 5 years ago
  s3607057 (Angus Niven) 014d93be9a Revised the four-player spawn prefab to fix an imbalance we noticed while testing. 5 years ago
  s3607057 (Angus Niven) 2a0c9f8017 Added a new map section as an example of what I was talking about this evening. 5 years ago
  s3607057 (Angus Niven) 51a19604ad Yet another fix to misaligned pits. 5 years ago
  s3607057 (Angus Niven) 2fe1a12481 Fixed another prefab section with misaligned pits. 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) 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 6bfb58f4be Finished the environment turns for the traps 5 years ago
  Joshua Reason 5ee1be61f3 Conveyorbelt 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
  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 09108d3a1f Had the remove lives in the } instead of outside :S tested and confirmed 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
  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