354 Commits

Author SHA1 Message Date
da33cc4a4a updated animation controller, got new anims in-game 2021-03-23 11:48:43 +00:00
LojZa33
9ae930df56 Animations 2021-03-22 23:34:02 +01:00
927a1b9dd7 create killbox prefab 2021-03-22 16:45:42 +00:00
0fdc569380 Merge branch 'main' into feature/boost-puzzle-design 2021-03-22 15:59:28 +00:00
dd1924143f fixed menus not working with keeb / controller 2021-03-22 02:20:38 +00:00
91be3b97b9 redesign arrow wall trap objects 2021-03-18 17:25:34 +00:00
Programmer-DField
49d1fc481a Disabled mesh renderer and box collider on target for rolling boulder prefab. Also added the Mover script to the prefab. 2021-03-18 12:54:32 +00:00
Programmer-DField
914f7e584b Further cleaning of code in both scripts. 2021-03-18 12:48:09 +00:00
Programmer-DField
b0b5c09c54 Cleaned up the script so it now works independant of gravity. Added a second Mover script that controls the speed and direction the boulder moves once triggered. Added a target to the prefab as this is the point at which the boulder moves towards. 2021-03-18 12:34:08 +00:00
Programmer-DField
1b02a15353 Made changes to the RollingBoulder script. The trap now works much more simply. The player enters a trigger and this sets the rigidbody to use gravity setting the boulder on its journey down the ramp. Player death works as with other traps. I need to speak with Cat as he mentioned using physics may not be the best, by this I assume he means gravity, so I need some advice on a different solution. 2021-03-17 22:07:33 +00:00
Programmer-DField
f049b97297 Added the a RollingBoulder script as well as a boulder (sphere) and ramp (plane). Visual studio decided it wanted to update so saving work at this point. 2021-03-17 20:50:08 +00:00
af519d2ffe pop-in animation on platform respawn 2021-03-17 18:37:56 +00:00
9037fd264c animation and audio event on falling platforms 2021-03-17 18:31:33 +00:00
44e55b22fe import falling platform sound 2021-03-17 18:28:13 +00:00
63ed52fe4a import dotween 2021-03-17 18:12:17 +00:00
292ca65bb2 respawn fallaway floor after a few seconds in the safe zone 2021-03-17 18:04:31 +00:00
4370729700 monochrome emission 2021-03-17 15:24:03 +00:00
f5ceac5d0d assign textures in orb mat, use specular workflow, assign mat to model 2021-03-17 15:20:26 +00:00
13438cd751 re-import textures and create smoothness map 2021-03-17 15:19:00 +00:00
LojZa33
9f25b5f426 Orb_MAT 2021-03-17 01:00:53 +01:00
LojZa33
27f459f068 Merge branch 'main' of https://gitlab.badbrain.dev/kernel-panic/game into time-freezing-artefact 2021-03-16 20:01:46 +01:00
e92ae299d8 boost puzzles 1 2 complete 3 wip 2021-03-16 16:38:46 +00:00
Novvator
b94d9d7f32 changes made as per code review 2021-03-16 15:49:54 +00:00
eb82f4d95d cursor 2021-03-15 18:30:52 +00:00
b5a3054b5f fixed weird subtitle issues 2021-03-15 17:15:18 +00:00
ed9be08db3 Merge branch 'Camera2ndPass' into 'main'
Camera2nd pass

See merge request kernel-panic/revival!49
2021-03-15 16:51:40 +00:00
0712af572f Merge branch 'main' into Camera2ndPass 2021-03-15 16:36:48 +00:00
b57ee3dcb1 applied changes to prefabs 2021-03-15 16:35:38 +00:00
9f352f6ffe Merge branch 'main' into feature/inject-prompt-artefact-ui 2021-03-15 16:23:04 +00:00
a6a8f0ee2d fixed dialogue font 2021-03-15 16:21:40 +00:00
9cedec4d74 Merge branch 'feature/path-spline' into 'main'
Feature/path spline

Closes #44

See merge request kernel-panic/revival!45
2021-03-15 16:13:41 +00:00
LojZa33
04c462d9a8 timefreeze Orb 2021-03-15 16:36:01 +01:00
LojZa33
42196fa144 Merge branch 'main' of https://gitlab.badbrain.dev/kernel-panic/game into Animation_IdletoWalkLocoMotion 2021-03-15 16:04:53 +01:00
Programmer-DField
a07f31fbf2 Final check over before merge request. 2021-03-15 12:56:45 +00:00
Programmer-DField
b724107be4 Added the cursor script to the camera prefab. One problem is that the cursor needs to be visible and contained to the window in the artifiact screen. Will catch up with Cinder about this. 2021-03-15 12:52:43 +00:00
Programmer-DField
148f153ea5 Added a script to the scene that both hides and locks the cursor. You can now operatee the camera without this being seen on screen. 2021-03-15 12:27:02 +00:00
Programmer-DField
d299976da2 More fine tuning of the rigs. Enabled the Y-axis recentering. 2021-03-15 12:15:55 +00:00
Programmer-DField
65d46f7f18 Adjusted height of rigs to give a better view ahead, above, and below. 2021-03-15 12:06:53 +00:00
Programmer-DField
59d5f6b53c Made changes to the collision for the camera. In a tight area the camera will now move toward the player. 2021-03-15 11:28:46 +00:00
Programmer-DField
ab8999b105 Fine tuned look ahead smoothing. 2021-03-15 11:19:42 +00:00
Programmer-DField
5473a5fc10 Added look ahead to each rig. Top, middle and bottom. The camera now pans towards direction of travel without having any input in the look direction. 2021-03-15 10:03:20 +00:00
LojZa33
723ab5d894 Rotating orb artefact [freeze] 2021-03-14 19:53:48 +01:00
Novvator
873c0908ef power freeze now works + UI indicator 2021-03-13 02:01:20 +00:00
Programmer-DField
29ec4cf76c Testing radius of lower rig. 2021-03-12 23:07:54 +00:00
b8a2e67a33 platform-specific input prompt above nearby artefacts 2021-03-12 18:29:36 +00:00
9baddf74a1 remove extraneous debug logs 2021-03-12 17:46:01 +00:00
a9dfbbc99d Merge branch 'main' into ArrowWall 2021-03-12 17:41:34 +00:00
3c4f28844f basic world space artefact interaction prompt 2021-03-12 17:15:27 +00:00
Programmer-DField
9f3ec84ad8 Changed the height of the middle rig on the follow cam. This is now closer to player shoulder height. Also lowered the radius of the middle rig so it is now closer to the player. Added a small amount of look ahead time and smoothness (This will need to be configured more once the actual player model is in place). THis setting turn the camera toward the direction the player is moving (Cinder mentioned this in an earlier meeting). 2021-03-12 16:39:27 +00:00
Programmer-DField
8a81d12da5 Moved the follow target to be inline with the player model's shoulders. 2021-03-12 16:25:36 +00:00