102 Commits (aad92061848f9213ddeb17ffb08245bab87abc6a)

Author SHA1 Message Date
  Joshua Reason 506cfb8f2c Falling works + fixed cannon prefab 5 years ago
  ClairePeta 3f25529235 Added sprites to resources for client side so icons load for logic blocks, 5 years ago
  ClairePeta de9fa199f3 Added winner scene, 5 years ago
  Joshua Reason 3e1b9c674e Webgl works alongside android + included in project 5 years ago
  ClairePeta 0208a6d7c5 Billboard the player order on the backs of each character, 5 years ago
  s3607057 (Angus Niven) 68616012ac Rotated the turntable conveyor block to make the picture clearer. Moved the snaking levels into the width-3 section, and added them to the list of potential sections. Added a width-5 snaking section (still slightly WIP, want to add hazards & obstacles to spice things up). 5 years ago
  JoshuaReason 74bfd13ced Block gizmos visible in Prefab view 5 years ago
  s3607057 (Angus Niven) 5b31d42f21 Fixed wrong bool ticked on one of the map sections. 5 years ago
  JoshuaReason eab76a866f fixed hookshot serialization + added isvisible function 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
  Joshua Reason 186a1dd634 Fixed cannon so we aren't waiting for it. Started to add hook shot. 5 years ago
  ClairePeta a360fe8d9c Fixed the cannon and converyor belt traps, and set up Block to mark some as spawnable locations - please noone touch the blockspawn script - im still working on it 5 years ago
  s3607057 (Angus Niven) 6f594d0436 Hopefully fixed issue with the missing spawn block in the 4-player pen. 5 years ago
  s3607057 (Angus Niven) 25610a9901 Removed some link sections from the roster (the 7-widths and the ones that had water/pits next to the edge, because those looked weird). 5 years ago
  s3607057 (Angus Niven) 16eb8a02b4 Another 4-player spawn revision. 5 years ago
  Claire Peta 1105ee3d41 Fix max players to 8 5 years ago
  s3607057 (Angus Niven) 014d93be9a Revised the four-player spawn prefab to fix an imbalance we noticed while testing. 5 years ago
  ClairePeta 6506309950 Fixed character play order, 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) 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) 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. 5 years ago
  ClairePeta 6bfb58f4be Finished the environment turns for the traps 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
  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
  ClairePeta 798a8d8d31 Client deaths moves them from screen. 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 09108d3a1f Had the remove lives in the } instead of outside :S tested and confirmed 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. 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
  Claire Peta 20d7fe8548 Small changes made before class 5 years ago
  Claire Peta 35798a69d2 Fix prefab + script issue for inground trap 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 5 years ago
  ClairePeta 92b845258f Checked with single player for the collision with traps. 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 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
  ClairePeta 3ed20990ef Trap scripts finished - for now - starting testing and will adjust if needed. 5 years ago