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Project #14 Day #69

8 hours, save phase clarity fixing. Wow I really got that implementation wrong.

Updated the play menu. New button lay out. Only run is visible until a save state is completed. Save state to load defaults to highest reached save state. Save state 0 does not exist, if you want to play from the story section you will be doing a run.

Save state communication is now functional. A save phase, on save creation, will give one of 5 responses: state created (first time reached), improved, optimized, previously optimized, inadequate. A number of these checks were being performed with a model that was over simplified (ignoring the difference between portal and player power). 

If a save phase is reached on a run made via save state load, the player can choose not to accept the reset during a new delay that indicates that a reset will be taking place. Saves on runs made from a save state still commit a save to memory. This now allows the player to advance through the game via repeated segment runs. Each segment, when completed, allows access to the next being loaded as a saved state and thus the game being completed via save state runs.

Error ousting.

Project #14 Day #70

Project #14 Day #68