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Project #14 Day #123

8 hours, split timing.

Reviewed and edited check pointing in the game.

In Practice mode, a player death will start the player at the start of their current phase. From the pause menu in practice the player can choose to reset the phase or reset the section. Pressing R while unpaused in practice also resets the start of the current phase.

In Run mode, the post play menu gives the options to reset the run or reset the current section. Pressing R on the pause screen resets to the section.

Play menu surfaces the correct practice access given the new section.

Resizing the field before respawn is accurate once again (new sectioning messed it up).

Replaced bool "NoSplitTimer" with a check for if it was section 0. Added a new bool "TimerActive" that becomes true when the split timer starts and false when the split time is collected. This tracking allows the timer to display an accurate representation of time remaining during sections when the player is off the clock.

Added a indicator of the current section on the HUD.

HUD timer behaving nicely with the new sections. Thinking about what is required for a time to be valid, currently the requirement is the traversal of a section without dying. Split time is collected on save generated in save phase 1 and in save phases 2 and 3 it is collected on gun upgraded (to punish missed pick ups). Once the save is generated the HUD timer stops ticking down and instead uses the collected split time which will shortly be used in the save, to show the remaining period.

Starting the split timer is done at the end of each save phase and when the player is respawned. Starting the split timer has been removed from the first phase of each section. Section 0 being the exception, it is not timed.

Project #14 Day #124

Project #14 Day #122