Problems with Checkpoints
When beginning to work on the Game Manager portion of the game, I started to run into problems with how the old checkpoint system worked. It was simple and didn’t check for the player’s next checkpoint, so that the player cant just go through the same checkpoint again. One of the problems that I ran into with the new Checkpoint system when trying to implement it was trying to figure out how to get the next checkpoint and only that one for the points. Another problem that I ran into was trying to figure out how to sort the leaderboard of who’s in first or last, and I did a small “solve” for it by just using the points of each player. Yes, it doesn’t do an accurate position checking, but I will fix this later down the line.
Some of the fixes that I found for the new checkpoint system was by just having an List of all the current checkpoints. And then just looping through it to find the current checkpoint by getting the remainder of how many checkpoints you have left, this was made so that if their is more than one Lap it will allow it to be dynamic. Another thing that I fixed was the leaderboard check, at first I ran into a problem with trying to solve how to sort a dictionary, but I went around this by just sorting the players value by a List. It was the fastest and easiest way without messing with the current dictionary that handled the values of each racer.
Published By: Ryan Lugo
Get BlazeRunners : Bullet Ballet
BlazeRunners : Bullet Ballet
Status | In development |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- New Feature and ImprovementsJul 02, 2024
- Progressing with Steam Integration and Lobby FunctionalityMay 03, 2024
- Network Ownership and Server TimerMay 03, 2024
- Tutorial UI Setup and Timer BugsMay 03, 2024
- Networking the AIMay 03, 2024
- Fixing WheeliesMay 02, 2024
- Networking ObjectsApr 27, 2024
- Enhancing Game Tutorial Logic and UI LayoutApr 27, 2024
- Lobby Functionality for MultiplayerApr 26, 2024
- Aim Assisted Predictive AimingApr 26, 2024
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