Day 3After working until 2:30 last night, I had to get up at 8 this morning to babysit some tradesmen while they replaced carpet in one of our rooms... Didn't know they were coming today until they rocked up! Well I'm extra tired today now, but I've been alright with progress. All story stuff and hand-crafted mini-sections are all totally squared away - you can go from start to end and win (though bosses are currently unresponsive). You can also die, and everything hangs together nicely. I have the 2x2 mobiles working well except its sometimes obvious that they tend to lead with their top left tile, and also target the top-left tile in their opponents. I'll have to look into that... I've also fixed all my items and shooting code to work from the 2x2 unit, and also made the items into permanent upgrades instead of consumables. I figure the consumable is now your health so lets try to keep tactical focus on that.
Additionally, I've added an pseudo-XP bar which fills as you kill. Once it reaches top you can transform into the 2x2 model, during which time it will drain back down to zero and then drop you back to 1x1. Switching over bodies was a pain because this old codebase doesn't have that ability. So I had to hack in some nasty code so that the internal server tells the client to forget all its assets before switching. This means the entire map is wiped on the client side and rebuilt from scratch. It seems to work instantly but, its causing plenty of issues as some bits and pieces of the old map linger in various hidden references due to all this janky 7drl code.
Here are a couple of screenshots of the story sections...
In a spot of bother with some big lads in the subway:
Accidentally foiling the neighbors: