Snapshot 0.1w4
Published: 10/4/2024
Whoops! This one's a week late. Got a hell of a lot done on the project, then got to the point with my other obligations that I just needed a week off. Hope you enjoy!
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Changelog
- Completely removed Jump Gates from VentusRush
- Renamed Proving Grounds to VentusRush, Renamed Ventus Tumble to Underground.
- Created VentusRush bridge.
- Created FBX Import preset to save time.
- Doubled minimum
DashPad
speed boost. - CPU players are now properly setup.
- Reformatted boolean value of
playSounds
to a boolean functionShouldPlayEffects
that asks whether or not it's appropriate to play effects triggered by thisPlayerController
. - Reorganized the player's particles and sounds (internal effects) to separate Internal VS External sounds.
- Setting a player use to any kind of
InputWrapper
will now automatically toggle the player's internal effects. - Added a few more item boxes to fill out Ventus Rush
- Refactored multiple board-specific player configuration values out of
PlayerController
and intoBoardStats
. - Fixed a magic number in
PlayerController
. (Oops.) - Added
GetStateSpecificMaxSpeed()
to the player's speedometer. - Fixed a bug that prevented the player from switching out of
MovementMode.Riding
when they ran out of fuel. - Refactored braking to be easier to understand.
- Item box particles no longer erroneously play on awake.
- Fixed multiple logical errors that prevented braking from working properly.
- Brake particles now play as intended.
- Refactored contact counting out of
PlayerController
and into a genericContactCounter
. - Fuel bar now correctly displays cost of boosting and doesn't peak it's own bounds.
- Fixed bug where all players, both human and CPU would trigger the after-race music.
Special Thanks to My Patrons
- Freakus
- ToyDragon
- Teejabs
If you like my work, consider Supporting Me!