7 Commits (547e82ab8236a218d5cb602daf06fdba010fd849)

Author SHA1 Message Date
  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. 4 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. 4 years ago
  Claire Peta 09108d3a1f Had the remove lives in the } instead of outside :S tested and confirmed 4 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. 4 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. 4 years ago
  s3607057 (Angus Niven) 4f457d682a Fixed some positioning issues. 4 years ago
  s3607057 (Angus Niven) 3412026fbf Created a map section template containing one of every block type, for easy duplication. 4 years ago