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Celerity Backlog
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CreatedCompletedMilestonePriorityEstimateIDStoryScript AssociatedDebug Journal
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07-15-202207-18-20221221The game can generate a file to save the player's data in the same directory as the player's settings.LevelBehavior
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07-15-202207-22-20221322There is a button in the options menu to delete the player's saved game.LevelBehavior07-22-2022: The format for deleting the saved game has been copied from the format for rebinding keys: The player clicks the button to do the action, a dialogue window opens, prompting them to press a key, then the action is undertaken and the dialogue window closes. A boolean is used to determine if the player is currently at the dialogue window, and a function is run during Update() as long as that boolean is true. the issue I'm having with the delete saved game function is that whenever I call that boolean, it only returns it's initialized value even if it's supposed to have been changed since then. SOLUTION: I made the boolean static. I must have been having a scope issue.
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07-15-202207-18-20221223NRG Capsules add themselves to a list (on RAM, not disk) when they've been collected.NRGCapsuleBehavior LevelBehavior
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07-15-202207-18-20221114There is a save button in the pause screen that will generate a save file if it doesn't exist.LevelBehavior
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07-15-202207-18-20221235when the save button is pressed, the list of NRG capsules collected this play session is dumped into the save file.LevelBehavior
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07-18-202207-22-20221216TimeTrials add themselves to a similar list as NRG capsules (on RAM) when they've been completed, EVEN if the NRG hasn't been collected.LevelBehavior TimeTrialStartBehavior
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07-18-202207-18-20221217when the save button is pushed, the player's position and rotation are also saved to the file.PlayerSavedGame
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07-18-202208-02-20222338When the game is started, the player's last saved location and rotation are where they are spawned.LevelBehavior
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07-20-202208-04-20222229When the game is started, NRG capsules that had already been collected according to the save file will collect themselves again.NRGCapsuleBehavior
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07-20-202208-02-202223110When the player is loaded, they are loaded with their previous velocity and diveReady data.LevelBehavior PlayerSavedGame
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07-22-202207-22-202222111The player can't start a time trial while they are in the middle of oneTimeTrialStartBehavior References
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07-22-202208-02-202221212When the game is loaded, the level logic reads the data on disk and stores it in its lists.LevelBehavior
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07-25-202207-25-202222213Rails have their own behavior associated with them. GrindyRailBehavior
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07-25-202207-28-202222214Rails know when the Player has collided with themGrindyRailBehavior
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07-25-202207-28-202222215The Player knows when its on a railPlayerBehavior
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07-25-202207-28-202222316GrindyRailBehavior has several functions returning information pertinent to the playerbehavior script to put the player on the rail.GrindyRailBehavior7/18/2025
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07-29-202207-29-202222217Player keyboard movement function is in update rather than fixed updatePlayerBehaviorI moved the function to the top of update and it worked, but coming off a wall would give me a serious boost in speed that wasn't intentional. it didn't matter if the player jumped off the wall or fell off it, if they were holding a movement key when they came off it, they'd go flying in that direction at the wallrun capped speed. SOLUTION: I have a MoveStatsSet() function that sets the move stats, and for one frame, the player would have the top speed cap for wallrunning while they weren't on the wall. so I moved the keyboard input func after that so that wouldn't happen.1/26/2024
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08-02-202208-02-202222218when the player gets to the end of a rail or gets off the skateboard, they stop grindingPlayerBehavior GrindyRailBehavior
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08-04-202208-04-202231119time trials that have been collected previously don't spawnTimeTrialStartBehavior
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08-04-202208-12-202232220Grindy rails give the player speed properly and player doesn't fly off themPlayerBehaviorThe player gets desynced from the rail very quickly around corners. the way I'm keeping the player on the rail right now is just setting their velocity tangent to the spline they are closest to, and because points on the spline are broken up to a certain resolution (finite) the player has a tendency to come off the rail around corners. SOLUTION: I just got GetNearestPoint() to work, and it doesn't do what I want it to do. I will instead use GetPointAtLinearDistance() and send the player up and down the rail with that. that means spoofing the player's velocity, because rather than move the player by changing his velocity, I'm instead going to be translating his transform. I've refactored every function that uses the player's velocity, to use the appropriate of myRB.velocity and "myImaginaryVel", which is used exclusively to translate the player along a rail.
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08-04-202208-12-202233221There is a big terrain south of the player (behind where the player spawns) for them to explore
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08-04-202208-15-202232222There is a model and prefab for the speed trap camera
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08-04-202208-15-202232223There is a script for the speed trap camera that animates the camera to look at the playerSpeedTrapBehavior
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08-04-202208-22-202233324When the player is rising or falling in the air, on the skateboard, the appropriate animations playPlayerAnimationBehavior
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08-04-202208-22-202233225when the player passes a speed trap at the appropriate speed or higher, it spawns NRGSpeedTrapBehavior
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08-04-202208-22-202233326There is an element around the speed trap that denotes its challenge speedSpeedTrapBehavior
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08-04-202208-24-202233127There is a list in LevelBehavior, keeping track of speed traps completed, and speedtraps get added to that list when they are completedLevelBehavior SpeedTrapBehavior
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08-04-202208-26-202232328speed traps progress is loaded when the game startsLevelBehavior PlayerSavedGame SpeedTrapBehaviorthis line of code is unhappy: foreach (string speedTrapName in myLoadedGame.SpeedTrapsCompleted) SOLUTION: I forgot that I have 2 different constructors for PlayerSavedGame, and when the player is spawned and there is no saved game on disk, it calls a separate constructor than when the player is spawned and they *do* have a saved game. And in the constructor that is called when there is no saved game, I forgot to initialize the SpeedTrapsCompleted array.
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08-04-202208-26-202241229The player can denote that a speed trap has been completed by looking at itSpeedTrapBehavior
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08-12-2022SHELVED42330Rails can be closed and they don't stop the player when they reach their origin.PlayerBehavior GrindyRailBehavior
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08-12-202208-23-202241131Time trials load their collected status correctlyTimeTrialStartBehaviorWhen the scene is loaded, depending on when the order of execution for scripts, one time trial or the other doesn't give its collected status before the NRGTracker UI element is initialized, making the count off until it's updated. SOLUTION: NRGTrackerBehavior is now checking every frame whether or not it needs to update.
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08-12-202242432riding on the terrain, the player doesn't lose contact with the ground except riding off the edge or jumpingPlayerBehavior
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08-23-202241333I can place more than one rail in the sceneGrindyRailBehavior
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08-24-202243234speed traps will save and load the speed they were won atSpeedTrapBehavior PlayerSavedGame LevelBehavior
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08-24-202242435The terrain behind the player is populated with stuff to do
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08-26-202243336The terrain is painted to be beautiful
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08-26-202243337There is a Prefab for speed boost PadsSpeedPadBehavior
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08-26-202243338SpeedPads give the player speed based on their preset speed bonusSpeedPadBehavior
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08-26-202253239if the player passes an NRG capsule close enough and at a certain speed or greater, it will break and they will collect itPlayerBehavior PlayerAnimationBehavior
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08-26-202254340when the player collects NRG by passing by it at great speed, an animation plays of the player punchingPlayerBehavior PlayerAnimationBehavior
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