Blog:
Where I track my Progress and logged hours.

Archive:
Where you can obtain my completed projects and steal my rules for First Blood.

Project #8 Day #25

8 hours. Its just a cold but I got it. Struggling to focus. Completed the game's loop today.

When one player is hit by a projectile there is a delay, then a score screen displays. It increments the winning player's score by one. The menu will either hover for 4 seconds before disappearing and starting the next round, or the player can hit enter to jump into the next round faster. When a new round is started, the playfield is cleared and repopulated, players are removed and reinstantiated. If one player's score reaches 3 a different menu shows after the delay which declares a winner and offers to restart the match on the same map, remove the current map and create the map menu, or remove the current map and return to the main menu. A player can bring up a menu that doesn't pause the game during gameplay with the options of closing the menu or returning to the main menu. All movements away from a game reset player's score. Players are now spawned in after a brief animation which also allows me to determine game tile size before they are instantiated. Made a little progress on tile splitting. Figured out that allowing collision between my particle emitters and the tile trigger layer was ruining my ability to accurately assign particle instantiation position. This is a major part of my inconstant particle issue, a very long standing issue.

Project #8 Day #26

Project #8 Day #24