8 hours, the battle warding off illness is renewed. It attempts to invade my abode. I'm not sick yet, fingers crossed.
Today was a second cleaning day, most of it is done now, moving on to new functionality. Yesterday I was working on a collision system that would have projectiles more consistently break flush against the arena bounds, today that system is in. The game checks ahead of the projectile and when it detects the projectile will enter a void zone it moves the projectile against the barrier and breaks it. Players can no longer fire projectiles out of bounds by moving flush against the sides of the arena and shooting. This was being allow because I didn't understand how to write linecasts correctly. Projectiles now retain correct coloration despite being separated from the player in the hierarchy. The particle effect of a projectiles tail running into a wall is handled well enough for me to let it go for now. Hunted down and weeded out the old projectile collision system. Players can now teleport from certain tiles to the opposite side of the board. Corner board pieces are not in yet, but there are functional teleports for both players and projectiles. Players cannot go through teleports on to incorrectly colored tiles. Projectiles are handled in a way that prevents tails from wiggin out. Some other misc script tightening happened, but it was a slower day, I can feel that I'm not operating at 100%.
It may be impossible to get the visual wrapping of the levels into my game as I have built it. Since it all sits on one canvas, and each canvas has only one camera attached, I may have a problem. For the moment I'm not gonna sweat it too bad, there is plenty else to do. And the solution might yet be quite simple.