Major and Minor


Week 12

This week saw further development of the checkpoint system to better detect if the player was going to right way and to track completed laps.


 
 

The checkpoint system has been split up into two different types of checkpoints, major and minor ones. The minor checkpoints are simply to track which direction the players are going and to alert them if there going the wrong way. The system only alerts players if they go the wrong way, no if they missed a checkpoint as I still want to leave room for shortcuts and other methods to skip sections of track.

 
 

Next are the major checkpoints. These checkpoints track lap progression, making sure the player navigates key points in the track before counting it as a completed lap. Unlike the minor checkpoint, these checkpoints mush all be navigated through, and missing one will case an imminent wrong way alert. While there are many minor checkpoints, there will be 3 major checkpoints, one at the start/finish line and 2 more at each third of the track. This still gives plenty of room for shortcuts while still make sure the player can’t just cross the finish line 3 times and win.

 
 

This week is the last development week for this school semester and I plan on having the game track the beginning and end of a race. A simple check to see if all players have completed all laps and alerting each player when they complete their laps. While I do plan on working on this slightly over winter break, development will slow down heavily as I take the break/opportunity to work on personal projects.

Also, no development log next week due to finals.


This concludes this week's report.

Previous
Previous

Getting back into it.

Next
Next

The Actual Gameplay.