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
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
Fix crystal and boulder prefab and loss of life
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,
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)
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.
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
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.
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
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
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
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
clean testing code + comments
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
Tested it in the racetrack scene it gets a list of all the objects at runtime so when the functions are called will trigger them one at a time.
Also got the characters moving correctly with the conveyor belts and the shooting cannon.
5 years ago
ClairePeta
92b845258f
Checked with single player for the collision with traps.
Corrected the connectedclients list
Still need to set up the environment turn to trigger the animations
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
Only tested in tutorial scene and hard coded the "Character" name, set up to get names or characters animals based on the connected clients list, but has yet to be tested
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.
Changed the prefab for the cannon to instantiate the shooting object each time, and a bool to specify if it will push characters left or right, made it easier for figuring it out and calling the right coroutine
added coroutines to character script
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
ClairePeta
e5cf27b937
Work in Progress - Scripting up Traps
5 years ago
Claire Peta
dbc30f7eca
Finalizing of model/prefabs for Traps
5 years ago
ClairePeta
60e9ecff0f
Animal colour hex fix
Trap creation
5 years ago