We now have a game setup screen where players can leave or join the game. Here is a screenshot of the current game setup screen with two controllers connected:
Full list of updates since the previous one include:
- Added aScattering2.2 shader which helps with the skydome rendering on OpenGL machines
- Added Game Setup scene (where players can leave/join the game) and associated textures/materials
- Added Bemio font (used in GUI)
- Added scripts for the Game Setup scene, allowing players to join/leave if controller is connected and displaying the right information
- Added new stache model/animation. Hid the sphere renderer on the Legend Item and pointed the code to the stache model's polysurface for the flickering effect.
- Added new powerup bubbles to each character (Golden Harpoon, Steel Harpoon, Parrot, Bomb, Fireball)
- Updated player powerups script to handle new powerup bubbles and new powerups
- Refactored various functions for naming conventions
- Updated harpoon and golden harpoon hitbox and scale
- Made players not start blinking on hit if they are invincible (e.g. in a shield)
- Added rigidbody with force and torque script to golden harpoon attack (to make it look like it's thrown)
- Removed shield hitpoints system. The shield now lasts for x seconds and player is completely invulnerable for this duration.
- Changed music in the pirate level back to the pirate theme.
- Added loading controls image
- Made the normal harpoon attack behave similar to golden harpoon attack (curved movement)
- Added green & blue parrot shuriken (udpated script to spawn random colored parrots)
- Buffed bombs to do 3 damage instead of 1 (they are hard to land hits with)
- Disabled player model's mesh when inside respawn box
- Added boolean option to enable or disable destruction of a powerup attack upon collision with a tile. The harpoons can now shoot through tiles/level objects.
- Fixed bug that caused players to be vulnerable while inside respawn box
- Created renderer flicker (generic script). Makes specified gameobject's renderer flicker on/off.
- Applied flicker to the button on the respawn box for each player
- Increased move offset for the last ship with the long plank so players don't teleport with it any more
- Added spotlight to some powerups because they are hard to see in the shadows
- Created PlayRoundSound script that plays a random sound from an array on awake, looping
- Added 5 parrot SFX to randomly play
- Created script to destroy object after x seconds (used for explosion prefabs now)
- Removed some tiles that were not being seen by camera from the map (for performance)
- Fixed areas in cave with background tiles clipping into each other
- Lowered default BGM volume (sound effects are too quiet and already at max volume)
- Changed all SFX to 2D sound
- Lowered death plane's position relative to the main camera
- Adjusted various camera waypoints to allow for smoother transitions
- Fixed bug that allowed players to be hit inside shield (related to flickering mesh renderer)