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s3607057 (Angus Niven) c7dc3a5dcc Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
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Link Sections 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
Width 5 Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
Width 7 Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
Link Sections.meta 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
Map Section Template.prefab Fixed cannon so we aren't waiting for it. Started to add hook shot. 5 years ago
Map Section Template.prefab.meta Created a map section template containing one of every block type, for easy duplication. 5 years ago
Snaking Turntables 3-1.prefab Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
Snaking Turntables 3-1.prefab.meta Added a new map section as an example of what I was talking about this evening. 5 years ago
Snaking Turntables 3-2.prefab Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
Snaking Turntables 3-2.prefab.meta Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
Start 4-player.prefab Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
Start 4-player.prefab.meta 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
Start 8-player.prefab 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
Start 8-player.prefab.meta 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
Test 1.prefab 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
Test 1.prefab.meta 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
Test 2.prefab 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
Test 2.prefab.meta 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
Test 3.prefab 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
Test 3.prefab.meta 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
Width 5.meta 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
Width 7.meta 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