måndag 28 april 2014

Checkpoints and more Networking

Another week has passed and the last week there has been alot of little things to do.
First of the Network HUD I talk'ed about last week was put on hold for more importent single player features and fixes. Oh and we changed the name from Open Circuit to Defunct

Checkpoints

I've redone the respawning system since Robert thought it would be cool to go into this sort of overview where you could toggle between all visited checkpoints and respawn at a selected one.

Is' still a little buggy and some changes will be made, but I liked the general idea more than the system we had previously where you pressed a button and just respawned. However we are thinking to add a quickrespawn button for when you want to respawn from the last checkpoint as fast as posible.

Networking

So the things I did with networking this week was to make it so that when player picked up a boost it disappeared for all the other players aswell. And that's about the networking I did last week, since we had an internal alpha last week the singel player features took some priority.

Small Fixes

I've been doing a lot of smal fixes this week, making things for the artists, for instance if they want something to spin or to make a particle effect start when you pass an object and so on.

That's all for today, goodnight and thanks for reading.
-David Forssell

Inga kommentarer:

Skicka en kommentar