World 2 is now complete. This week I played through the last 3 levels of the world and made sure they were doable. 2.25 is a right doozy, but it can be completed.
Lots of other tweaks and fixes this week:
The craft that launches the missile was also appearing on sub-levels which are supposed to be underground.
Missile speed is now maintained when going to another sub-level rather than it resetting.
The missile vapour trail has been recoloured to greys to give it a smoke particle effect instead of multi-colour.
The twistable game pieces were proving to be difficult on later levels where timing was essential. So, I’ve re-coded them to use linear movement instead of the lerped motion (acceleration and deceleration) this allows the pieces to move in a way that is easier for the player to control.
The duplicators timer is now reset if it is rotated to avoid the missile launching the second it snaps to a new angle.
Level selector was misbehaving when you unlock the final level of a world.
Saving the game now occurs the moment the level is completed. This is to ensure the save games have the correct information when the game is restarted.
Launchpads weren’t blowing up the base doors on levels 2.23+
Fixed the twistable reflectors from interacting when the user clicks on the radial menu item that happens to be overlapping.
And so it’s on to World 3, which introduces new game mechanics; one way barriers and force fields. As this is a new world the background for the surface of the planet changes and a few other elements are introduced. For world 3 I’m hoping to have the odd bit of cloud cover that rolls over the area.