Comments (1)
Sounds like it's the player's fault if they come out on the wrong side of the checkpoint. They should probably restart the level anyways if they're doing that badly. Being able to specify an "exit side" would be a nice polish on its behavior though so we should leave this open (despite it not being a big deal in my opinion).
This actually gave me an idea for a level though where you have a grid-based map with checkpoints at the intersections, checkpoints you can pass through from either direction to close. The goal is to pass through all the checkpoints in a logical order/direction to where you don't create dead-ends for yourself. I don't know how to explain it in words so here's a visual that might convey the concept better: https://www.transum.org/Maths/Activity/without/
from space-race.
Related Issues (20)
- Add checkpoints HOT 1
- Save race times to filesystem
- Fix Bad Planet gravitational_mass
- Remove global variables and linting errors
- Proper map unloading and game state reset
- Make the game physics more fun
- Game Distribution HOT 1
- Create boundary walls for pathing
- Automated map verification
- Ship selection menu
- Internal Credit System HOT 2
- Customizable Keybinds
- Resizable Window
- Fixtures not unloading properly HOT 1
- Checkpoints of varied sizes (or specifiable size) HOT 1
- Animated Tiles HOT 2
- Improve gravity HOT 5
- Settings Menu HOT 1
- Render Culling HOT 3
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from space-race.