Major refactor to remove concept of Ownership and Leaking, also removing 9 player map and test map #30

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matt merged 1 commit from level-data-generation-cleanup into main 2026-09-29 22:20:11 -07:00
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With the redesign we no longer need the concept of players owning their buildable space, or leak tracking per-player. Players are now awarded as a group when they complete a combat encounter without losing a life (perhaps should be changed to per-wave), and the thief behavior for enemies now effects all players simultaneously instead of just the "leaking" player. This refactoring hit a lot of things all at once including very importantly our level design tools, which relied on these concepts for validation checks. I've tested both play and level building and everything seems to be working as intended. 9Player map and TestLevel were no longer necessary and also were removed during this sweeping refactor. The last change worth mentioning is that spawner volumes now activate based on the number of players in a match rather than specific volumes per player - so player 2's volume no longer belongs to player 2, it's just the volume that gets activated when any second player joins the match. What this means is we can balance level design locations for spawners more easily.

With the redesign we no longer need the concept of players owning their buildable space, or leak tracking per-player. Players are now awarded as a group when they complete a combat encounter without losing a life (perhaps should be changed to per-wave), and the thief behavior for enemies now effects all players simultaneously instead of just the "leaking" player. This refactoring hit a lot of things all at once including very importantly our level design tools, which relied on these concepts for validation checks. I've tested both play and level building and everything seems to be working as intended. 9Player map and TestLevel were no longer necessary and also were removed during this sweeping refactor. The last change worth mentioning is that spawner volumes now activate based on the number of players in a match rather than specific volumes per player - so player 2's volume no longer belongs to player 2, it's just the volume that gets activated when any second player joins the match. What this means is we can balance level design locations for spawners more easily.
With the redesign we no longer need the concept of players owning their buildable space, or leak tracking per-player. Players are now awarded as a group when they complete a combat encounter without losing a life (perhaps should be changed to per-wave), and the thief behavior for enemies now effects all players simultaneously instead of just the "leaking" player. This refactoring hit a lot of things all at once including very importantly our level design tools, which relied on these concepts for validation checks. I've tested both play and level building and everything seems to be working as intended. 9Player map and TestLevel were no longer necessary and also were removed during this sweeping refactor. The last change worth mentioning is that spawner volumes now activate based on the number of players in a match rather than specific volumes per player - so player 2's volume no longer belongs to player 2, it's just the volume that gets activated when any second player joins the match. What this means is we can balance level design locations for spawners more easily.
matt merged commit 6365c983a3 into main 2026-09-29 22:20:11 -07:00
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yeahweregames/UnityTowerDefense!30
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