244 Commits (ac31864b8b3f19fc672b596343a6435aeca18e23)

Author SHA1 Message Date
  s3607057 (Angus Niven) c1309d9165 Implemented new respawn logic: respawn location is the average loccation of players left on map, if any, or otherwise is the centre of the screen. Players will respawn in random open & unoccupied squares near this (within a radius of 1 if possible, widening the radius if there aren't enough open squares in that area). 5 years ago
  ClairePeta 0208a6d7c5 Billboard the player order on the backs of each character, 5 years ago
  Joshua Reason e80bfafbe2 Got webGL build working, some bugs still 5 years ago
  Claire Peta 941f5df196 Tested code that works for block spawning 5 years ago
  JoshuaReason b3b84695aa fixed gizmos breaking things on play 5 years ago
  JoshuaReason 74bfd13ced Block gizmos visible in Prefab view 5 years ago
  Claire Peta 3a3270ed11 Uncomment stuff for collectable spawning testing + icon 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
  Claire Peta 5d9a6caecf Fixed the character script after merge :) 5 years ago
  Claire Peta 365b6605cd Update to the block spawning script, added the call line to where the new map section is added to update the spawning positions(commented out for now) 5 years ago
  Joshua Reason 186a1dd634 Fixed cannon so we aren't waiting for it. Started to add hook shot. 5 years ago
  ClairePeta 764cb2c537 Block spawning update 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
  Claire Peta 1105ee3d41 Fix max players to 8 5 years ago
  JoshuaReason 79f0289d00 fixed dying on a half turn, removed old half turns 5 years ago
  s3607057 (Angus Niven) 76374fc784 And removed the spammy debug statements that are no longer needed. 5 years ago
  s3607057 (Angus Niven) 1cb4324a8c Camera will now track the average position of all players on the track, and catch up to the leading player if they are off the screen. 5 years ago
  Joshua Reason 47b91aac84 Added ability for player one to start game 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) abd9926b80 Fixed bug that was misplacing the spawning area due to startX being changed between games in MapManager.asset. 5 years ago
  JoshuaReason 775e8b93ef Fixed Diagonal + added Wait 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) 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) 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
  Joshua Reason ff6fe093b1 Merge conflicts with with some logic blocks 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. 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 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 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) 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
  ClairePeta e03b0951cd Player is 'dead' when lives reach zero, client scene stays in 'waiting for players' 5 years ago
  JoshuaReason 83288f76c0 Working on Character controller 5 years ago
  Claire Peta 97e9b8b712 Limit Connected Clients (Tested with 2 phones and laptop, laptop was kicked back to main connection screen) 5 years ago