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This repository has been archived by the owner on Aug 14, 2022. It is now read-only.

Releases: applejag/NackademinUppgift13-Unity

Shine bright like a selected grid symbol!

02 Jan 17:45
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The visual for showing where the ship is going to be placed is somewhat difficult and I know it's not that good at this moment, but it's way better than nothing.

I've acquired a cold (yay me), so not much programming can be done in the upcoming days. Therefore this very small update. I just wanted this here.

Changelog based off latest commits from feature/vfx-missiles-and-explosions (b903384...22f05b3)

  • Added selection highlights

Screenshots:
grid selection highlight screenshot

Sleek grid reveal animation yao

29 Dec 16:39
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Pre-release

Changelog based off latest commits from feature/vfx-missiles-and-explosions (33706fc...b903384)

  • Added grid slow reveal animation, by expanding each line separately.
  • Added letter/number reveal animation, by blinking them in.
  • Fixed camera sliding lag.
  • Fixed board resetting between games.
  • Fixed ship rotation resetting correctly before placing ships.
  • Changed explosion on missile impact (splash and fireball) to reuse the same particle system, instead of creating a new one.
    • This fixes a bug with the particle systems where they were left repeating on the field.
    • This improves performance a lot, and removes the occasional lag spike on missile impact.

Screenshots:
grid reveal of local board gif
grid reveal of opponent board gif

Missile effects in time for new year

29 Dec 11:50
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Pre-release

I've never been so excited for a personal creation in a long time! I was jumping in my chair when I got this working. It's just eye candy at this point 🌞

Changelog, based off latest commit from feature/vfx-missiles-and-explosions (1c3e55d...6e25e34)

  • Added sweet effects from the unity effects package (link to Asset Store), including:
    • Missile trail
    • Water splash
    • Ground fog
    • Fires
    • Explosions
  • Added fog of war on the opponents board.
  • Added missiles that are shot between the boards. THEY LOOK SO COOL!
  • Added camera follow on the fired missiles.
  • Added so opponents ships appear when they are sunk.
  • Added animations to ships:
    • Idle swaying-in-the-water animation.
    • Wiggle when damaged.
  • Changed opponents ships to be rotated to south+west, as opposed to local players ships that face south+east.
  • Fixed hitboxes of some ships (used when placing the ships).

Some screenshots of the coolnessess:

missile firing gif
missile doing a miss on opponent in the fog of war
missile firing from local ship
missile inbound from opponent

Actually playable

20 Dec 14:38
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Actually playable Pre-release
Pre-release

Wow it works!

This release, compared to the last one, mostly just adds a fire button. Beem bop bam damn. And we got a game!
Also added some grid visualizers so you know which coordinates are shot at :)

Full changelog list thing (based off #3):

  • Water expands when its gametime (looks woop).
  • It slides over to the enemy board when game starts too! I think it's neat.
  • Pick a fight with your own taste. Or, pick a coordinate to shoot at. Your world.
  • Fire does the shoot shoot, but thats only over the net.
  • Gives an ugly af red square when something is hit though (your grid too!)

That's how it looks:
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Thank you come again

Connect menu (Now with 100% more disconnect!)

20 Dec 10:44
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Yea it's still not playable.

But this is the release version as of last commit from feature/connect-menus (#2).

The changelog looks something like this:

  • Bugfixes on some cancel operations. Swat that one
  • Join got a timeout. Cool things.
  • You get notified when disconnected now. It's like an actual online game now.
  • Gamephase got its very own menu. wow you should see the look on its face. So jolly :) it only displays turn atm but it'll get there! You'll see!
  • Stability changes. Foundations exchanged from mud to dirt. Not optimal, but better.

Game doesnt even work yet

19 Dec 20:28
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Pre-release

This release is a solid feature-creeped proof of concept of implementing the Tcp solution from the sister repository jilleJr/NackademinUppgift13-Protocol into Unity.

And it works rather mighty well. I'm actually surprised.

This NON-PLAYABLE feature includes:

  • Placing ships where they should be, according to the player
  • Choosing a non-offensive nickname (end-user based validation)
  • Full connecting cycle through the handshake and into game phase. Then you're stuck though. Sucks to be you
  • Graphics. Mostly visual ones. Like ships. And water. OH and there's a red grid too!

Screenshots:
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this is on my cellular talking device:
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back on the stupid old pc:
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