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perf-build
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master
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@ -1,5 +1,49 @@
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public bool InvertMouseY { get; set; }
|
public bool InvertMouseY { get; set; }
|
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public bool CameraBobbing { get; set; }
|
public bool CameraBobbing { get; set; }
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public float MouseSensitivity { get; set; }
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|
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InvertMouseY = false;
|
InvertMouseY = false;
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CameraBobbing = true;
|
CameraBobbing = true;
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MouseSensitivity = 2f;
|
MouseSensitivity = 2f;
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RenderScale = 1f;
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MasterVolume = 0.3f;
|
MasterVolume = 0.3f;
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CampfireVolume = 1f;
|
CampfireVolume = 1f;
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AmbientVolume = 1f;
|
AmbientVolume = 1f;
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@ -10,7 +10,6 @@ public class PauseMenu : MonoBehaviour {
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public Toggle InvertMouseY;
|
public Toggle InvertMouseY;
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public Toggle CameraBobbing;
|
public Toggle CameraBobbing;
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public Slider MouseSensitivity;
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public Slider CampfireVolume;
|
public Slider CampfireVolume;
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public Slider AmbientVolume;
|
public Slider AmbientVolume;
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@ -33,7 +32,6 @@ public class PauseMenu : MonoBehaviour {
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InvertMouseY.isOn = Options.InvertMouseY;
|
InvertMouseY.isOn = Options.InvertMouseY;
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CameraBobbing.isOn = Options.CameraBobbing;
|
CameraBobbing.isOn = Options.CameraBobbing;
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MouseSensitivity.value = Options.MouseSensitivity;
|
MouseSensitivity.value = Options.MouseSensitivity;
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RenderScale.value = Options.RenderScale;
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MasterVolume.value = Options.MasterVolume;
|
MasterVolume.value = Options.MasterVolume;
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CampfireVolume.value = Options.CampfireVolume;
|
CampfireVolume.value = Options.CampfireVolume;
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AmbientVolume.value = Options.AmbientVolume;
|
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@ -1,48 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/**
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* <summary>
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* Blits a RenderTexture on the Camera in this GameObject.
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* The RenderingCamera field controls which Camera's render target is blitted.
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* The render target of RenderingCamera is scaled according to Options.RenderScale.
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* </summary>
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*/
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[RequireComponent(typeof(Camera))]
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public Options Options;
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public Camera RenderingCamera;
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public float CurrentRenderScale = -1f;
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// 100ms between texture recreation should lessen the gpu load a bit
|
|
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// when moving the slider around, but still give realtime (enough) feedback.
|
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private RenderTexture CameraTarget;
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private float LastChange = 0;
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private void Start() {
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UpdateRenderTexture();
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}
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private void Update() {
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if (Time.unscaledTime - LastChange > RenderScaleChangeCooldown && CurrentRenderScale != Options.RenderScale) {
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LastChange = Time.unscaledTime;
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UpdateRenderTexture();
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}
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}
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private void UpdateRenderTexture() {
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CurrentRenderScale = Options.RenderScale;
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RenderingCamera.targetTexture.Release();
|
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RenderingCamera.targetTexture.width = (int)(Screen.width * CurrentRenderScale);
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RenderingCamera.targetTexture.height = (int)(Screen.height * CurrentRenderScale);
|
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RenderingCamera.targetTexture.Create();
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}
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private void OnRenderImage(RenderTexture src, RenderTexture dst) {
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Graphics.Blit(RenderingCamera.targetTexture, dst);
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}
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25
README.md
25
README.md
@ -1,6 +1,27 @@
|
|||||||
This is a Ludum Dare 46 entry.
|
**Nightwatch** is a relaxed camping game where your sole goal is to keep the fire alive and burning while the others sleep, by feeding it sticks by your camp, or finding them in the woods. Who knows, maybe by searching the woods you might find something else as well!
|
||||||
|
|
||||||
Tools used:
|
### Controls
|
||||||
|
- Movement with WASD or Left stick on your gamepad.
|
||||||
|
- Look around with Mouse or Right stick on your gamepad.
|
||||||
|
- Grab/throw with Left click or A on your gamepad.
|
||||||
|
- Ignite a stick with another burning stick (or the campfire) with Right click or B on your gamepad.
|
||||||
|
- Pause the game and open the options menu with Escape.
|
||||||
|
|
||||||
|
### Credits
|
||||||
|
- Directing, Art, Voice acting, and Story - [Tea](https://teascade.net)
|
||||||
|
- Programming and Gameplay - [Neon](https://nc.itch.io)
|
||||||
|
|
||||||
|
### External assets
|
||||||
|
- Footsteps by [revolt2564](https://freesound.org/people/revolt2563/sounds/352870/)
|
||||||
|
- Campfire, owl, radio fx, and bird takeoff sounds by [Yle](https://freesound.org/people/YleArkisto/)
|
||||||
|
|
||||||
|
### Tools used
|
||||||
- Engine: Unity 2019.3.10f1
|
- Engine: Unity 2019.3.10f1
|
||||||
- Models: Blender
|
- Models: Blender
|
||||||
- Skyboxes: Spacescape
|
- Skyboxes: Spacescape
|
||||||
|
- Audio editing: Audacity
|
||||||
|
|
||||||
|
### Screenshots
|
||||||
|
![Screenshot](Media/screenshot-01.png)
|
||||||
|
![Screenshot](Media/screenshot-02.png)
|
||||||
|
![Screenshot](Media/screenshot-03.png)
|
||||||
|
Loading…
Reference in New Issue
Block a user