Project Summary - GFZ: Month 2
One more Month. The worst month I ever had. The country I live in continues to urinate my face with banning and blocking everything, and I'm struggling to avoid that. Due to constant interference and attempts to work around it, my productivity this month has been disastrously low. Yes, so low that this post doesn't even deserve to be in the lowest tier, so it's available for everyone.
So, what have been done? First, the full Save Game system. This includes Player Profile with played matches, modes, etc.
Second, as you can notice, is Training Mode, currently available for selection and entry. The Training Room is now only available in this mode, eliminating the need to press additional buttons on the selection screen.
And next, the Training Menu. Training Settings and Enemy Behavior are now located in a single tab. Firstly, you can now not only indicate the amount of health, but also the possibility of its restoration in the options below. Secondly, you can specify the strength of the bot, which always controls another character. You can make it more aggressive or turn it off completely. And finally, indicate the amount of resources and their recovery too.
There are three recovery modes: "Instant" will restore the gauge immediately after returning characters to a neutral state, "Recharge" will regenerate the gauge gradually, and "Disabled" will completely disable health or energy regeneration. When health regeneration is disabled, the enemy can be defeated; otherwise, their health cannot drop below one. Mana regeneration cannot be disabled.
And lastly - a great part of new Code was written. The most important thing is Widget Navigation and Widget Binding. The first one is responsible for menu navigation, the second one is responsible for communication between the character and the basic game user interface during combat.
Currently, that is all I was able to achieve in a whole month. I hope the next month will be better and nothing will distract me from this work.
behind the scenes