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Adam Šufliarsky
portfolio
Commits
50d2002b
Commit
50d2002b
authored
Sep 15, 2021
by
Adam S
Browse files
fixed readmes
parent
ea9a7174
Changes
3
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Mineracer/README.md
View file @
50d2002b
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@@ -14,9 +14,9 @@ Features:
Known issues:
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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.
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Quick play -> Cancel -> Quick play
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Create/Join room -> Back -> Create/Join room
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It seems to be caused by incorrect lobby assignment. Even after a date with the documentation we were not able to fix the issue.
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sometimes player can glitch through the side of the ship or the floor
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it can happen game does not end on win condition
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vehicle speed sometimes get altered in an unexpected way
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README.md
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50d2002b
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@@ -3,22 +3,22 @@
Quick overview:
StepByStepRacer
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developed in Unity in team of 3
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one-semeter prototype project
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turn based "multiplayer" racer
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developed in Unity in team of 3
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one-semeter prototype project
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turn based "multiplayer" racer
PikDemOl
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developed in Unity in team of 3
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tool for board-game-corona-playtesting (whatever that is!)
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developed in Unity in team of 3
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tool for board-game-corona-playtesting (whatever that is!)
Mineracer
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developed in Unity in team of 3
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multiplayer PVP
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one-semeter almost-MVP project
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developed in Unity in team of 3
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multiplayer PVP
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one-semeter almost-MVP project
Breakout3D
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developed in C++ and openGL
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all vector math hand-written (no libs)
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simple cylindrical breakout
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developed in C++ and openGL
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all vector math hand-written (no libs)
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simple cylindrical breakout
# TBA Short gameplay videos (hopefully tomorrow)
StepByStepRacer_prototype/README.md
View file @
50d2002b
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@@ -11,9 +11,9 @@ Features:
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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
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->
for movement abilities (movefwd, left, right, rocket jump) if there isn't any empty tile, eliminated player and the eliminator swap places
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->
for offensive abilities (artillery, explosion), there is an attempt to move all players in area of effect behind this area
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Elimination rules - eliminated player is moved on the closest empty tile (without player) in given column in backwards direction
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for movement abilities (movefwd, left, right, rocket jump) if there isn't any empty tile, eliminated player and the eliminator swap places
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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
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@@ -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.
\ No newline at end of file
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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.
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All races work for 3 or 2 players. In Unity it works for all scenarios correctly.
\ No newline at end of file
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