a2003fa4a0Merge branch 'main' into Anims_Idle+WalkCat Flynn2021-03-05 11:32:43 +0000
1a47208d3fAdded the Arrow wall functionality. The arrow will fire in a specified direction at a specified speed. The arrow will destory itself on contact with the player immediately and after a specified time when colliding with any other game object (to give the effect the arrow is stuck in the wall). If the arrow collides with the player they will die, and be respawned at the last safe position.
Programmer-DField
2021-03-04 23:31:22 +0000
e0a80e3103Animations Idle Walk(to be fixed)
LojZa33
2021-03-04 23:11:28 +0100
427ca62821place artefacts and add dialogue triggersCat Flynn2021-03-04 18:53:12 +0000
3690668097Merge branch 'artefactUI' into 'main'Cat Flynn2021-03-02 18:35:16 +0000
1d8eff8015fixed camera rotation issues'cyndrdev2021-03-02 18:28:13 +0000
bdbbaa32a8trigger dialogue after artefact ui is dismissedCat Flynn2021-03-02 18:27:51 +0000
0281749075Merge branch 'main' into artefactUICat Flynn2021-03-02 18:20:23 +0000
e79053ebb5bug fix in InputSettings UpdateMode
Novvator
2021-03-02 17:50:27 +0000
f58f89a9eefixed bug when timeScale = 0
Novvator
2021-03-02 17:10:12 +0000
af34631ed8artefactUI now works
Novvator
2021-03-02 16:33:31 +0000
cc28ee3c2fadd prefab for scripted dialogue trigger zoneCat Flynn2021-03-02 13:24:18 +0000
368b03f848Camera now has collison detection. As well as main functionality. These are easily edited using the Cinemachine freelook options. The camera is controlled using the Cinemachine input provider and is attached to the current look controls.
Programmer-DField
2021-03-01 23:26:35 +0000
7fee30a4bdNo drastic changes. Just demo shown to the team.
Programmer-DField
2021-03-01 18:33:28 +0000
baf850d5f8Merge branch 'Feature/TrimSheet' into 'main'Cat Flynn2021-03-01 17:54:13 +0000
bc22b55334Merge branch 'feature/artefact-dialogue' into 'main'Cat Flynn2021-03-01 16:56:19 +0000
14a4d3c1b8Merge branch 'main' into feature/artefact-dialogueCat Flynn2021-03-01 16:18:24 +0000
a46f4ddb74Have solved the problem where the camera seemed to be setting the player as dead. The script now checks to see if the collison was with player and only acts if true.
Programmer-DField
2021-03-01 16:04:17 +0000
4bead84e56Added the falling rocks trap. The player can now trigger the rocks to fall and the death and respawn script will run when a collision is detected. Need to look at an issue where the collision is detected even when the player is not hit. Possibly the camera?
Programmer-DField
2021-02-28 00:54:20 +0000
895fe53fddAdded the trim sheet to Engine wiht its meshes, Set up some basic lighting pass, Built some of the world
CharlieTinley
2021-02-26 18:40:13 +0000
4a504f2d7fMerge branch 'artefact_inheritance' into 'main'Cat Flynn2021-02-26 17:32:37 +0000
51f32cc70fMerge branch 'main' into artefact_inheritanceCat Flynn2021-02-26 17:17:42 +0000
078e356810The respawwn system is now ppicking up the position of the player correctly. However, still not sending the player to the last known respawn point.
Programmer-DField
2021-02-26 17:08:41 +0000
2773c3f954Continued work on getting the respawn system working, merge has broken functionality.
Programmer-DField
2021-02-26 15:02:33 +0000
3ef56e2bc1Added a shader with dissolve effect. Ckleaned up use of tags now using compare.tag which is more efficient. The spike trap is now functionally working however, ppolish does need to be applied to the final outcome.
Programmer-DField
2021-02-26 14:50:30 +0000
a8d79c2b10Changes in Artefact inheritance
Novvator
2021-02-25 20:12:08 +0000
7e06b98577Added Artefact inheritance PowerArtefacts now can unlock PlayerPowers
Novvator
2021-02-25 14:21:35 +0000
1f4c063c60Updated the FallingFloor script. The floor now begins to lower, waits for a set period and then is destroyed. I plan to add a disssolve effect to make this transition look better. The player begins to slowly fall with the floor until the object is destroyed at which point the player falls with gravity hitting the sspike trap and "dying".
Programmer-DField
2021-02-25 00:51:11 +0000
83cd280778Working to get the trap system working. Added a prototype for the spike trap. Need to work on the code to get the floor to fall away under the player.
Programmer-DField
2021-02-24 23:41:33 +0000
c540e2c7cbMerge branch '33-trap-pitfall-art' into 'main'Cat Flynn2021-02-24 15:40:31 +0000
f2a9cf4229Merge branch 'main' into 33-trap-pitfall-artCat Flynn2021-02-24 15:33:47 +0000
cbb5825c20Added SpikePit trap with the associated textures. Also did a small lighting change: added fog, some post processing effects etc
CharlieTinley
2021-02-24 15:21:44 +0000