JoshuaReason
79f0289d00
fixed dying on a half turn, removed old half turns
5 years ago
JoshuaReason
9e5e2fb661
Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a
# Conflicts:
# Assets/Data/Inventory/BaseInventory.asset
# Assets/Data/Logic Blocks/Wait.asset
5 years ago
JoshuaReason
bec7885400
Pushing logic block changes from last week
5 years ago
Joshua Reason
47b91aac84
Added ability for player one to start game
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
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)
abd9926b80
Fixed bug that was misplacing the spawning area due to startX being changed between games in MapManager.asset.
5 years ago
JoshuaReason
571822a948
Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a
5 years ago
JoshuaReason
775e8b93ef
Fixed Diagonal + added Wait
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)
e3fc896f4b
Cleaning up MapManager slightly.
5 years ago
s3607057 (Angus Niven)
98e81ec3be
Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a
# Conflicts:
# Assets/Prefabs/Map Sections/Start 4-player.prefab
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
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
ClairePeta
6bfb58f4be
Finished the environment turns for the traps
Added fog to the camera
5 years ago
Joshua Reason
5ee1be61f3
Conveyorbelt works
5 years ago
Joshua Reason
3afffa1575
-Updated water to new system + Jumping has a bounce effect
5 years ago
Joshua Reason
ff6fe093b1
Merge conflicts with with some logic blocks
5 years ago
Joshua Reason
77f91e6197
Merge remote-tracking branch 'origin/master' into Josh_Dev_branch
# Conflicts:
# Assets/Data/Logic Blocks/Diagonal Left.asset
# Assets/Data/Logic Blocks/Diagonal Right.asset
5 years ago
Joshua Reason
aa8b44bdee
Pushing 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
JoshuaReason
c0ad428fa2
base push working but extremely buggy
5 years ago
ClairePeta
798a8d8d31
Client deaths moves them from screen.
Lobby fix to display 8 names
Icons in client scene
Small Menu changes - remove tutorial scene
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
61a73dc34c
Set max players to 8 instead of 2(used for testing)
5 years ago
Claire Peta
3298be6569
Fix the spawning getting the right pen at the start of the game
5 years ago
Claire Peta
09108d3a1f
Had the remove lives in the } instead of outside :S tested and confirmed
changed the start prefab so i dont have to play like 20 rounds of the game until i can die, will change back after more testing
5 years ago
Joshua Reason
742d88cb89
Started working on push
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
JoshuaReason
c55b13be62
start working on Derived block for water.
5 years ago
JoshuaReason
2406b82be7
Merge remote-tracking branch 'origin/master' into Josh_Dev_branch
# Conflicts:
# Assets/Scenes/Menus/Lobby.unity
# Assets/Scripts/Managers/GameManager.cs
5 years ago
JoshuaReason
d78130ec4d
Rotation is now cleaner
5 years ago
Joshua Reason
0e5b672e0a
worked on characters animation
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)
eddea68b85
Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a
# Conflicts:
# Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs
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
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
JoshuaReason
83288f76c0
Working on Character controller
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