Out with the old, in with the new! the first thing we did this week was give some time, love, and care to our old basic looking menus, buttons, and other UI components. While these may not be the last iteration of them, they are certainly a welcome change from the initial look of things. Below are a couple the new menus.
Another Thing that was severely needed was the checkpoint system. this actually required writing code that determines where objects with the checkpoint tag are, calculating where the player would spawn, and saving those locations is a list attached to the level object. this means, each time a player acquires a checkpoint, if they fall, or reset to the last checkpoint, they will go to the last checkpoint rather than back to the beginning of the level. In addition, we added a audible and visual cue so that when players achieve a checkpoint, there is more satisfaction and awareness of the fact.
While working on the checkpoints, we realized that a great functionality for people trying to practice specific parts of a map, or wishing to go back to an older part to help a friend in multiplayer would be a great functionality. So, we added global checkpoints. by either pressing C, or pulling up checkpoints from the pause menu, users can access a list with all of the checkpoints they have unlocked in a current session (multiplayer) or all checkpoints previously unlocked (Single player). Additionally, resetting from the menu or the end of a level now clears a player's checkpoints and resets their timer, in order to allow them to attempt to get a better time, or just run the level over without checkpoints
We also finally added a few settings into our settings menu. While we don't have many settings for now, we designed our UI to allow for more to be added later. The settings added were sensitivity, which can range from 1 to 12, FOV which is in a range of 50 to 90, and Volume, which goes as a percentage from 0 to 1(100%). Additionally, we also added a level select for hosts of Multiplayer sessions, and player in practice. This is accessed via the pause menu in game, and allows hosts/solo players to go directly to the level select menu.
Added Checkpoints
Added checkpoint sounds/popup
Added Checkpoint control system
Added host level Select
Redesign of Menus
Joining progress
Level Select
Reset Adjusted for checkpoints
Added settings-Volume Control
Added Settings-Field of View
Added settings-Sensitivity