ClairePeta
35f4b9dcb8
Fix characters dying and order based on x at start of game
5 years ago
ClairePeta
b21ed9040f
Added music,
Added remaining icons,
Edited the icon for the game to rounded corners,
Code and debug cleaning,
Done client and server build pushed to teams
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
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)
e08ae38e70
Fixed respawning-related issues (I hope). Players should now respawn only on open squares and never on traps.
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).
Also made it so that players who fall behind the camera will lose a life & respawn, as intended.
5 years ago
ClairePeta
0208a6d7c5
Billboard the player order on the backs of each character,
Added a overlay/shadow to the lobby names to make theme easier to read,
Added a coloured background and animal sprite to the client background so players remember who they are
5 years ago
Claire Peta
941f5df196
Tested code that works for block spawning
also commented out some debug.log stuff
5 years ago
Claire Peta
3a3270ed11
Uncomment stuff for collectable spawning testing + icon
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)
also started looking into handling a client disconnecting and removing them from the client list to avoid errors
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
ClairePeta
6506309950
Fixed character play order,
checked max players (it was already 8?!?),
fixed timing on the boulder and crystals - less inbetween wait time = less time between rounds
5 years ago
Claire Peta
50ac156d92
Forgot to push lafter class last night
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.
Got blocks spawning based on the players locations
Removed duplicate logic blocks(Correct colours are back!)
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
3298be6569
Fix the spawning getting the right pen at the start of the game
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
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.
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
ClairePeta
e03b0951cd
Player is 'dead' when lives reach zero, client scene stays in 'waiting for players'
server doesnt wait for 'dead' players move list
character for now dissappears
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
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
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
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
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
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
ffa4619081
Have Score updating
5 years ago
Claire Peta
6df4a62656
EOD thursday class
5 years ago
JoshuaReason
e48e419c29
fixed client inventory removing items + time is sent over by server
5 years ago
Claire Peta
140ae8df02
i did more things
5 years ago
Claire Peta
267fdba368
final push pre-beta presentation
5 years ago
Claire Peta
63b1ef13ad
Change starting cube colour
5 years ago
Claire Peta
1e438e5225
fixed scoreboard problem, linked score updated into scoreboard script, automatic load
5 years ago
Joshua Reason
b368c78f9e
Added leader score;
Returned to lobby after disconnect
Added round count
5 years ago
Joshua Reason
8b1e2b3d78
more work on gamemodes
5 years ago
JoshuaReason
35bb46e571
Started Gamemode rework
5 years ago
Claire Peta
57d423d041
move code to game manager: change object texture and update player UI/collected vale
created level scoreboard for amount of coloured gameobjects 10second timer, then loads the main scoreboard, ten second timer, then loads the new scene based on string given in inspector
allow texture to load through script
5 years ago
Joshua Reason
b73a3b3414
removed testing scenes.
Multiplayer works but is not polished.
5 years ago