Commit 50d2002b authored by Adam S's avatar Adam S
Browse files

fixed readmes

parent ea9a7174
......@@ -14,9 +14,9 @@ Features:
Known issues:
- following seqence of actions in menu causes wierd behavior (requires restart):
Quick play -> Cancel -> Quick play
Create/Join room -> Back -> Create/Join room
It seems to be caused by incorrect lobby assignment. Even after a date with the documentation we were not able to fix the issue.
- Quick play -> Cancel -> Quick play
- Create/Join room -> Back -> Create/Join room
- It seems to be caused by incorrect lobby assignment. Even after a date with the documentation we were not able to fix the issue.
- sometimes player can glitch through the side of the ship or the floor
- it can happen game does not end on win condition
- vehicle speed sometimes get altered in an unexpected way
......
......@@ -3,22 +3,22 @@
Quick overview:
StepByStepRacer
- developed in Unity in team of 3
- one-semeter prototype project
- turn based "multiplayer" racer
- developed in Unity in team of 3
- one-semeter prototype project
- turn based "multiplayer" racer
PikDemOl
- developed in Unity in team of 3
- tool for board-game-corona-playtesting (whatever that is!)
- developed in Unity in team of 3
- tool for board-game-corona-playtesting (whatever that is!)
Mineracer
- developed in Unity in team of 3
- multiplayer PVP
- one-semeter almost-MVP project
- developed in Unity in team of 3
- multiplayer PVP
- one-semeter almost-MVP project
Breakout3D
- developed in C++ and openGL
- all vector math hand-written (no libs)
- simple cylindrical breakout
- developed in C++ and openGL
- all vector math hand-written (no libs)
- simple cylindrical breakout
# TBA Short gameplay videos (hopefully tomorrow)
......@@ -11,9 +11,9 @@ Features:
- race types - sprint, drag, circuit
Things to mention:
Elimination rules - eliminated player is moved on the closest empty tile (without player) in given column in backwards direction
--> for movement abilities (movefwd, left, right, rocket jump) if there isn't any empty tile, eliminated player and the eliminator swap places
--> for offensive abilities (artillery, explosion), there is an attempt to move all players in area of effect behind this area
- Elimination rules - eliminated player is moved on the closest empty tile (without player) in given column in backwards direction
- for movement abilities (movefwd, left, right, rocket jump) if there isn't any empty tile, eliminated player and the eliminator swap places
- for offensive abilities (artillery, explosion), there is an attempt to move all players in area of effect behind this area
Rocket (artillery) "bug" is actually a feature - we decided to reduce the reach by one so the ability could be used to counter doubleJump; area of
effect is line of 3 tiles wide and 2 rows forward
......@@ -23,5 +23,5 @@ Explosion - area of effect is around vehicle
Shield blocks explosion or artillery attack only, not move elimination
Known issues:
In build, for some strange reason, circuit and sprint doesnt work correctly for 4 players. Drag does work for 4 players.
All races work for 3 or 2 players. In Unity it works for all scenarios correctly.
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- In build, for some strange reason, circuit and sprint doesnt work correctly for 4 players. Drag does work for 4 players.
- All races work for 3 or 2 players. In Unity it works for all scenarios correctly.
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