Reworking Checkpoints
Hello all again, today I’m going over the problems that I ran into when trying to rework the checkpoint system. Some of the problems that I ran into when trying to rework the entire checkpoint system was the math behind it, and how I would handle who is in first. I also ran into a problem of how would I let anyone know that they are going the wrong way. Even making the checkpoint system able to be skipped a couple of times so that alternate paths can be used.
Some of the ways that solved the problems with the checkpoint system was making it so that the dev can adjust how many checkpoints that a player can “skip”. This allowed players to actually have the ability to miss a checkpoint but not make it so that the player has to find the checkpoint to gain points for placement. One other problem that I solved was going backwards with the checkpoints. At first with how I did the math before, I never ran into any problems going backwards with the checkpoints but when I introduced this skipping feature it made it a problem. So I solved it by clamping how far back a person can go with checkpoints.
-Ryan Lugo
Get BlazeRunners : Bullet Ballet
BlazeRunners : Bullet Ballet
Status | In development |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
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