PPJ Week 8 Hugo
This week I worked on some modifications for our UI and also an additional kind of TrapDoor.
Changes I made to the UI included cleaning up our HUD to remove the soul collectible counters that are now obsolete, and something similar for our Death/Win screens. I’ve also set the foundations for a ranking system, where the player will receive a rank of 0 to 3 stars upon level completion, depending on their score. I set it up in a way that our designers/programmers can change the values for rank thresholds for every level separately. This ranking system doesn’t have assets yet, however.
I also added a kind of TrapDoor that is essentially a group of two adjacent TrapDoors that will both activate once you collide with either of them. They work just like a regular TrapDoor in that sense.