Monday, October 16th
I created the base of the Checkpoints system for us designers to use in the levels.
Tuesday, October 17th
I improved the interactions system by introducing new variables that activate for multiplayer sessions, so a lever can for example stay active for 10 seconds in single player but only 1 second in multiplayer. I also made a pressure plate that sends outputs to receivers, another tool for level designers to use. I then moved on to create more funtionality for Loomie voicelines. I introduced a bool that dictates whether voicelines should be shown in a specific order or randomly. I started working on a Tag game (tag, you're it!), just a simple interaction between two or more players where the tagged player has an indicator above their head. Everyone who is not it should be unable to tag anyone, but the player who is it must be able to.
Wednesday, October 18th
I finished the Tag game. It took some time to make interacting work properly as only the tagged player should be able to tag players, but all players should still be able to interact with other objects in the level.
Thursday, October 19th
Home preparing for and partaking in an interview.
Friday, October 20th
I made Loomie voicelines more complex by introducting Structures. The designer can now create sets (the mathematical term, not the programming variable) of voicelines with separate properties and choose when each set is active. For example, our Loomie speaks random gibberish until the big door is opened, and then switches to an ordered set that explains how to find collectibles. After the collectible has been aquired, the Loomie switches to a new set where they say random cute things to the player.