Firstly, we spent some time doing some visual work. A crosshair was added that allows the user to not only see where they are looking (which determines where their velocity carries them), but also indicates their rotation relative to the ramp they are surfing on. the closer to parallel they are with the ramp, the closer to green the cursor is. There is also a bar that appears to show the user when they are attached to a ramp. The bar appears on the left when they are attached to a ramp to the left of them, and to the right when they are attached to a ramp to the right of them.
Next, we hooked up a display for the user to see their time and speed while playing through the level. Additionally, we created a completion interface. this shows the player's total time to complete the level, their max speed, and gives the user the ability to restart the level or quit to the main screen.
As already touched upon, we also implemented a restart functionality, which allows users to press R to restart. additionally, the user can restart via the menu, or, if they fall while playing the map, they will be restarted upon coming in contact with the ground.
Lastly we spent some time working on data that will be required for later functionality, including unlockables and checkpoint saved data. Because this is sensitive data, and the user should not be able to modify this data, we stored it in a serialized class, that is written to a custom file type, which is a .save file. As of now, it stores integers, one for the number of voxels a player has gained, and 4 for checkpoints-1 for each level. These are store the max checkpoint the player has unlocked in practice, and these are only retained in practice. this means players do not keep checkpoints in multiplayer, since this would give players who have already completed some or all of a level an unfair advantage.
Added detailed cross hair for
added level end scene
added more menu interfaces
added unlockables variable
added restarting to checkpoints