20 May 21, 10:56AM
Thanks to Mr. Floppy, who has given me some initial feedback!
He has suggested the "goal" trigger (reached the finish) should give you a set of options: restart your run or switch to chasing the worst (or the best). He also said there should be a timer measuring how long it took from start to finish.
I'll be working those in as soon as I find time to continue working on this branch - I would appreciate more comments, opinions and ideas.
Mr. Floppy wanted me to "keep things open", which I'm all for - but programming always means laying down some rules. For instance, the way I've currently implemented the waypoint/safe-place mechanism means: if you have reached the trigger "safe-place #3" that means you will always respawn at the playerstart tagged as safe-place #3 (value 3 in attribute #1). If you walk over a trigger with "safe-place #2" set you will still have your safe-place be #3 .. you won't be downgrade back to #2. I felt this to be what people would expect, but if mappers wanted it differently - most things can be made possible in the code.
There is also a secondary parkour mode I've not put any proper work into yet, it's just sitting there behaving just the same. So currently the names are NORMPARK and FREEPARK and my idea was that it might be a desirable setting to have no weapons damage - you will still always die in any area covered with "water" (rather: lava/slime/acid). But either that mode becomes "free" in the sense that every safe-place trigger sets your next playerstart regardless of any sort order .. or we rename it to match any new purpose we want to give it.
What are the needs gema games want?
He has suggested the "goal" trigger (reached the finish) should give you a set of options: restart your run or switch to chasing the worst (or the best). He also said there should be a timer measuring how long it took from start to finish.
I'll be working those in as soon as I find time to continue working on this branch - I would appreciate more comments, opinions and ideas.
Mr. Floppy wanted me to "keep things open", which I'm all for - but programming always means laying down some rules. For instance, the way I've currently implemented the waypoint/safe-place mechanism means: if you have reached the trigger "safe-place #3" that means you will always respawn at the playerstart tagged as safe-place #3 (value 3 in attribute #1). If you walk over a trigger with "safe-place #2" set you will still have your safe-place be #3 .. you won't be downgrade back to #2. I felt this to be what people would expect, but if mappers wanted it differently - most things can be made possible in the code.
There is also a secondary parkour mode I've not put any proper work into yet, it's just sitting there behaving just the same. So currently the names are NORMPARK and FREEPARK and my idea was that it might be a desirable setting to have no weapons damage - you will still always die in any area covered with "water" (rather: lava/slime/acid). But either that mode becomes "free" in the sense that every safe-place trigger sets your next playerstart regardless of any sort order .. or we rename it to match any new purpose we want to give it.
What are the needs gema games want?