- Nov 10, 2016
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Ryan Hoppe (rmh898) authored
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Ryan Hoppe (rmh898) authored
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- Nov 09, 2016
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Ryan Hoppe (rmh898) authored
Changing enemy hits so they take damage based on the range of the equipped weapon.... correct me if I'm wrong.
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Mitchel Kovacs (mdk181) authored
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Mitchel Kovacs (mdk181) authored
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Michael LaFreniere authored
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Michael LaFreniere authored
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Jordan authored
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Michael LaFreniere authored
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Jordan authored
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Graham Solie authored
Added Decsions and actions based on emeny health and player health
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Jordan authored
- Head , Face, player hue, Legs buttons (not sure if anything else) - Added player so you can see effects
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Jordan authored
- In character creation scene, can add and subtract stats - Still need character appearance - Background needs to change too
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Jordan authored
- Added stats script which will be filled in during character creation - Added character creation scene - UI not really implemented at this point
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- Nov 08, 2016
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Jordan authored
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Jordan authored
- Character is now sperated into seperate parts - All new animations for each action - Weapon swapping is added -> Create weapon asset, add sprite, drag onto players 'weapon' object (see hierarchy) - A bit of organizing, feel free to do more
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Graham Solie authored
Enemy is taking damage but player is still not....for some reason
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- Nov 07, 2016
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Michael LaFreniere authored
Gets crazy skewed when screen size changes.... -__- Will have to play with that more... Looks decent at current screen size. - Couldn't figure out how to make a transparant background for the axes.
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Michael LaFreniere authored
*bugs: unsure why buttons are skewing size, can't figure out how to make them all the same regardless of text length in each..... - will have to make the weapon choice a permanent change through static variables - but i have to go eat supper so i'll figure that out later lol.
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Michael LaFreniere authored
entering a door area triggers a text to let the player know how to enter/exit
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Ryan Hoppe (rmh898) authored
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Ryan Hoppe (rmh898) authored
This will be used for determining when to use various special attacks throughout the decision tree. This is simply a template and values can be changed. Also added a placeholder for a poison special attack, to be implemented.
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Ryan Hoppe (rmh898) authored
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Ryan Hoppe (rmh898) authored
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Graham Solie authored
Please keep Left is true and Right is false Started to add player health
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Graham Solie authored
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- Nov 06, 2016
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Jordan authored
DECISIONS TREE CLASS: - Made lots of members private to remove Unity warnings - Removed parameters we didn't need from a few functions ENEMYAI: - Few structural changes, BuildDecisionTree seems to work in start() now - Now denoting actions with "a_ACTIONNAME" and decision with "d_DECISIONNAME". Easier to read!
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- Nov 02, 2016
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Graham Solie authored
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Graham Solie authored
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- Oct 31, 2016
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Graham Solie authored
enemy blocks and attacks
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Graham Solie authored
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- Oct 30, 2016
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Jordan authored
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Ryan Hoppe (rmh898) authored
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Ryan Hoppe (rmh898) authored
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Ryan Hoppe (rmh898) authored
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Jordan authored
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Michael LaFreniere authored
# Conflicts: # Zookeepers Trial/Assets/Scenes/mainScene1.unity # Zookeepers Trial/Library/CurrentLayout.dwlt # Zookeepers Trial/Library/ScriptAssemblies/Assembly-CSharp.dll # Zookeepers Trial/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb # Zookeepers Trial/Library/assetDatabase3 # Zookeepers Trial/Library/metadata/00/00000000000000004000000000000000 # Zookeepers Trial/Library/metadata/00/00000000000000006100000000000000
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Graham Solie authored
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