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 #14 Day #108

8 hours, save report.

The save report is in. In a default save the player is informed of their pick ups collected in the section and how many there were in total available. If the gathered # is a new best, optimized or insufficient the player is notified. The player's time to play through the section is noted with a delta to the players best time in the section. If this is a new best, it is noted.

The first time a save is reached a special 4 second notification is shown.

For save phase 1, because it is whack and I take away all the pick ups from the player, only the time is tracked and displayed. Added all the cool report stuff to the first save phase because the way it was implemented before was not functional.

Split timing starts when the player spawns for the tutorial and at the start of each combat section. The split time is gathered in the save phase after the gun upgrade attempt, same frame as the game is saved. This timing method excludes timing the down time for reading the save report, and ignores the period in practice where the player can opt in to tackling the next section in the sequence.

Saves wait for there to be no pick ups present before analyzing the player and determining if they are upgrade ready. The portal got a new dedicated pick up collider to make this more consistent. Portal door no longer has its visibility toggled. In the tutorial the player's power is drained after Wx1. The portal disassembling for stabilization in save phase 1 uses a loop with delay. Better paced out the rate at which the portal breaks down from corruption.

Reworked the portal wall material so that I can first fade up the glow, then fade the default material up over it. Will implement tomorrow. This will make the progress made in a given section more clear.

Project #14 Day #109

Project #14 Day #107