4 Commits (5f09ba29be4f5d826667d33fbc614129d581b2a9)

Author SHA1 Message Date
  Claire Peta 866c8e2e02 Fix conveyorbelt issue 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
  s3607057 (Angus Niven) 51a19604ad Yet another fix to misaligned pits. 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
  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
  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