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.
To do:
- Add a starting pen for an 8-player game.
- Add more track sections.
- Add weighting & more criteria for selection of track sections (to produce that escalating difficulty we want).
- Potentially add the possibility for narrower track sections to spawn side by side.
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
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)
Limit number can be set in the LoginUIManager.cs script
5 years ago
Claire Peta
20d7fe8548
Small changes made before class
5 years ago
ClairePeta
8bd42e3aa7
Character lives displayed inplace of score, removed scenescore as not being used
added line so character and client lives update
tested with one client
5 years ago
ClairePeta
8d81b73dee
Fixed the diagonal left and right block so character jumps diagonally
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
clean testing code + comments
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
Tested it in the racetrack scene it gets a list of all the objects at runtime so when the functions are called will trigger them one at a time.
Also got the characters moving correctly with the conveyor belts and the shooting cannon.
5 years ago
ClairePeta
92b845258f
Checked with single player for the collision with traps.
Corrected the connectedclients list
Still need to set up the environment turn to trigger the animations
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
Claire Peta
b72f2d042c
Cannon, Water, Crystals and Conveyor all scripted and working with character animation
Only tested in tutorial scene and hard coded the "Character" name, set up to get names or characters animals based on the connected clients list, but has yet to be tested
5 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.
5 years ago
ClairePeta
170c11a7e3
Cannon fixed and tested - need to limit the pushing of the character!
5 years ago
s3607057 (Angus Niven)
507735a541
Trivial commit to enable pushing.
5 years ago
s3607057 (Angus Niven)
d7f847d462
Adjusted the spawning script & moved spawn points in the racetrack level to get the desired spawning arrangements - the middle point will be used only with an odd number of players, and the spawn points to the side will be used first.
Also fixed a typo in RaceTrack.asset.
5 years ago
ClairePeta
3ed20990ef
Trap scripts finished - for now - starting testing and will adjust if needed.
Changed the prefab for the cannon to instantiate the shooting object each time, and a bool to specify if it will push characters left or right, made it easier for figuring it out and calling the right coroutine
added coroutines to character script
5 years ago
s3607057 (Angus Niven)
f14e183010
Corrected the RaceTrack gamemode to link to the correct GameMode scene.
5 years ago
s3607057 (Angus Niven)
b99047df21
Added conveyor belt to racetrack.
5 years ago
s3607057 (Angus Niven)
f15728953a
Revert "Hoping that pushing these inconsequential changes with immediate commit will get Sourcetree to actually do its job..."
This reverts commit 1427e76aae
.
5 years ago
s3607057 (Angus Niven)
1427e76aae
Hoping that pushing these inconsequential changes with immediate commit will get Sourcetree to actually do its job...
5 years ago
s3607057 (Angus Niven)
e5d12374c6
Pits & cannons added to racetrack.
Modified the pit prefab (sorry Claire), the surrounding blocks clashed with neighbouring pits/walls/water/etc.
Starting the game will now take you to the 4-player alpha racetrack rather than Colour Collide.
Camera now scrolls along the racetrack level at a rate of 1 block per turn. Currently nothing happens to people who fall behind it, except that you can't see them.
Pets will no longer paint blocks in their colour. (I had to modify the ColorCollide.cs script for this, as I could not figure out how to turn a script into a .asset object as was done for ColorCollide.asset.)
5 years ago
ClairePeta
e5cf27b937
Work in Progress - Scripting up Traps
5 years ago
Claire Peta
dbc30f7eca
Finalizing of model/prefabs for Traps
5 years ago
ClairePeta
60e9ecff0f
Animal colour hex fix
Trap creation
5 years ago
JoshuaReason
28aaff87b6
Hot Fix: missing end of comment in GameMode
5 years ago
JoshuaReason
8a6c5bbcb6
Started cleaning up Gamemode and GameManager
5 years ago
JoshuaReason
c0b73c47f1
Limited moves to four + added move*2 to starting blocks
5 years ago
JoshuaReason
446b37e9f5
Update to mass replace to filter to selection
5 years ago
Joshua Reason
e671902d0d
Connected cLients are visible to all other clients + Login UI updates
5 years ago
s3607057 (Angus Niven)
95b9d6c530
New four-player racetrack level, running from x = -15 to x = 15.
5 years ago
Claire Peta
094ec36394
Meeting fixes for running once
5 years ago
s3607057 (Angus Niven)
1a517e43e1
Updated racetrack level.
5 years ago
s3607057 (Angus Niven)
8942ea8d9b
Started a fixed racetrack level with a starting pen, walls, water, and pits.
5 years ago
ClairePeta
096edc62a8
Fixed old port issue
Added colours for each animal (Tested with selection black out) - need Joshua's help for server push
5 years ago
Joshua Reason
2688a10ca9
Added unity scenes to LFS + cleaned up scene folder
5 years ago
ClairePeta
d7c8810087
Animal sprites didnt get pushed correctly
5 years ago
Claire Peta
dac57cd66c
Remove colour and added some more animals to allow for eight players, script set up to hard code a colour for each animal - colours not actually set up specifically yet
5 years ago
Claire Peta
31364ee301
Re-Build with different sizing and video upload for Presentation video
5 years ago
JoshuaReason
6a49087a02
Fixed some stuff + did a build
5 years ago
Joshua Reason
46434ffbd1
apk2
5 years ago
JoshuaReason
a63b83e9ae
Pushed scene settings for android
5 years ago