- Aug 15, 2020
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Elliott Lee Gossett authored
Removed a lot of unnecessary commented code that was holding onto various debugs and old code in case it was desired. Seeing as this is the definitive game, they are no longer useful.
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Elliott Lee Gossett authored
Tagline squeeze over a bit
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Elliott Lee Gossett authored
For real this time, edited pause screen to be more moody/appropriate and have the title of the game.
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Elliott Lee Gossett authored
cleaning up the repo so master now has the final version. Game should be finished, one message updated
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- Aug 13, 2020
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Elliott Lee Gossett authored
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Elliott Lee Gossett authored
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Elliott Lee Gossett authored
1.0 I guess, tunings and variables changed in response to player feedback. Sliders and dropdowns removed from menu. Added text to pause screen to say paused. Tagline to guide/frame play a bit more.
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Elliott Lee Gossett authored
tried to merge all conflicts from master game settings track and audio settings track. Likely to have messed up the aesthetics of the game settings+ some references in inspector but hopefully these are not needed
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- Aug 11, 2020
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Elliott Lee Gossett authored
All values now display to 1dp for ease of interpretation Added +60 to just the display for all the decibel sliders so that it isn't negative. Decibels still inherently confusing but hopefully, not displaying a negative number is more understandable.
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Elliott Lee Gossett authored
Similar to game settings build, more legible now, but incomplete, however audio settings was mostly fine in terms of readability so have stopped for now
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Elliott Lee Gossett authored
Particle system now has more pleasing and fitting colored squares that rotate and fade. Master mixer volume is now also set in audiomanager so that in general the background audio is higher, more like the 1st test build.
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Elliott Lee Gossett authored
This test build for using sliders to change audio values and behaviour on the pause screen works, but changes a lot of the behaviour of the audio in general. Background sound is quieter and less pronounced a diff exeperience
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Elliott Lee Gossett authored
Also changed pause to the P key so that it does not clash with itch's fullscreen
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Elliott Lee Gossett authored
Switched to different volume versions of same set of rocky-ish test tracks. Bass now more pronounced and guitar not quite as dominating
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Elliott Lee Gossett authored
This build is the most robust pause screen for testing and feedback purposes. Extremely cursed. Some values were changed to allow for a large and relevant range of feedback. God help us.
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Elliott Lee Gossett authored
Toggle on pause screen to switch between the two types of sound agent movement: using transform which allows you to bunt them away, but can make them slow to delete. Or velocity which is more consistent movement but allows for no bunting. To catch sound agents shoved off of the screen added collision boxes and scripts to delete them if they go out of bounds.
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Elliott Lee Gossett authored
Fixed a bug where the ability to dash while inactive wasn't decreasing the number of sound agents, leading to a larger number and lower spawn rate over time as the player used this. Also changed how sound agents move so that it is based on rigidbody velocity instead of transform
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Elliott Lee Gossett authored
Players can now toggle on the pause screen between the player's 'non-interacitve state' being a limited resource and the interactive state being a limited resource. For testing purposes to get feedback on preferred method
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Elliott Lee Gossett authored
New unity version projcet updated to
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Elliott Lee Gossett authored
Now 3 sliders each for the overall spawn rate of entities, the random variance in spawn rate, and the how much spawn rate is adjusted by the total number of entities+ the individual number of a specific type of entity (eg no. of bass agents)
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Elliott Lee Gossett authored
Dashing while the player is in the state that does not strigger sounds now causes them to still delete sound objects without triggering the sound
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Elliott Lee Gossett authored
All tracks switched from temp string weird thing to a rock track
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Elliott Lee Gossett authored
A slider when the game is paused now changes the spawn rate. Values likely need to be tweaked. As well as being mapped a bit better, but quite key-ly now the slider actually changes values in game on the pause screen, which have an effect and then persist.
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Elliott Lee Gossett authored
Made it so the inactive resource that the player has is also more legible measured in seconds, decreases all the way to 0 instead of just to 1
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Elliott Lee Gossett authored
Displays a pause screen when game is paused with controls, should put the sliders to control features in here
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Elliott Lee Gossett authored
Game now starts paused, press escape to pause and unpause. Pauses all gameobjects and audio
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Elliott Lee Gossett authored
forgot to save scene on last commit this is that
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Elliott Lee Gossett authored
Made it so the player inactive state is a limited use ability tied to a resource represented by a ring ui element tethered to the player
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Elliott Lee Gossett authored
Now is based entirely on velocity instead of transforming the position, should be more consistent with less glitches. Need to test if better with/without having the wasd movement available at the same time as dash.
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Elliott Lee Gossett authored
Toggling with rmb now makes it so that the player switches between an active and an inactive state where they do not trigger sound agents
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Elliott Lee Gossett authored
Added a transparency effect to the player that is toggled when the right mouse button is pressed, going to be used for indicating player state for triggering sounds
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Elliott Lee Gossett authored
Added particles to all agents, changed the tilt parameter so that the player tilts in perspective
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Elliott Lee Gossett authored
Changed the boundary of the player so it matches screen space accurately. Changed the size of the sound agents to be smaller so there is more space on screen, and fixed their z axis so that they do not 'drift' over each other and outside of collision range
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Elliott Lee Gossett authored
Added a simple gradient background+ early particle system that triggers on collision with entities, currently only the bass agent
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Elliott Lee Gossett authored
Added an adjustment variable and calculation fucntion to the timer for spawn rate of object that could be fine tuned, altered by total number of an type of agent, overall no of sound agents, and the ratio of one to the other. Added rigidbodies to sound agents so they no longer overlap and group up over time
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Elliott Lee Gossett authored
Uses on trigger enter as opposed to hacky proximity variable
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Elliott Lee Gossett authored
Spawns from all directions at a semi-random interval
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Elliott Lee Gossett authored
Updated previous prototype of falling screen sound agents to utilise 3 audio tracks that update vlume in real time via audio mixer. Added a max audio volume to avoid clipping.
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Elliott Lee Gossett authored
Unity's audio mixer implemented in rough form in order for tracks audio to be adjusted in real time.
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Elliott Lee Gossett authored
Added audio that plays on collision with player and loops through a list of clips based on the sound agent hit. Also made some orthogonal movement controls in addition to dash. Constrained player movement to boundary, made a spawner to create different sound agents.
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