Josh Elster
Josh Elster
Currently, all encounters are being represented as simple Sphere meshes. In order to be able to present a dynamic, compelling gameplay experience, the game needs to be able to use...
Wanted to include this in the #111 Even More extras PR but didn't want the fiddling needed with it to block merging. See commit `30abc0d1e3f4e34822f1051cb35449007f514e81` for implementation that loads up...
Each encounter zone has a color associated with it. When the trail mesh passes through a particular encounter zone, its rendered color should match that of the encounter zone. This...
- [ ] Menu item added to main menu - [ ] Item invoke handler should show the How To Play submenu - [ ] Go Back item enabled that...
When players drop off the space-highway, the will rest easy in the knowledge that a space-truck recovery service is on stand-by and will pull the truck out of the 'space-ditch'...
The camera view is where it is in the driving phase for Reasons(tm), but that doesn't mean it has to stay completely fixed. **Describe the solution you'd like** Players should...
The SpaceTruckerDrivingScreen has a number of discrete steps that need to be followed in sequence, with some of the steps involving asynchronous operations. JS function generator along with BJS coroutines...
The spaceTruckerDrivingScreen's calculateRouteParameters method creates a line system using the path3d curve. Currently, it is using the default material created for it by the engine, but when the environmental pass...
If the player has ran the simulation during the current session, the game should display the stats (inc. the outcome) in a non-priority reference data part of the UI. Minimum...
Auto-imports don't structure the content to take advantage of BJS's ES6 module structure. An ESLint rule, GH workflow job, etc would be ideal for this Bad: `import { AdvancedDynamicTexture, Rectangle,...