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Project #14 Day #122

8 hours, new sectioning. This is a late report as the blog lost it, source control is nifty, but you can't copy paste the change log.

The critical platform is now a permanent fixture of the environment and it will populate or reduce itself to fit player progress when the player is respawned.

Player always respawned to an appropriate location during the (new) section 0. Added two check point to Section 0 (@ arrive to primary platform and @ arrive to alt platform).

Tons of work on order the RespawnPlayer event. HUD is showing up correctly. No longer setting current section in the respawn function, section to be respawned in is passed in.

Resetting the starting portal resets recently added functionality within it.

Changed the respawn player event to take in section, phase and stage, no longer the story bool.

Removed and replaced the story bool. The relatively passive section at the opening o the game has been made section 0, other section have been shifted up in their order.

Instead of having a switch that works off the current phase, the primary switch now works off of section. Each section has a number of phases within it. Removed variable "PhaseOnReset" which is no longer relevant because the primary switch runs off section now.

Save Game Data variables renamed to reflect the data they is being saved therein. Save phase reached deduced from current section.

Misc work making everything work with the shift from story and phase to section. Will continue into tomorrow.

Project #14 Day #123

Project #14 Day #121