Today I did more work on the rando rush mode. I have added a splash menu with the rules and difficulty selection, and have made the levels function as intended; Complete a room, brief stall, start the next room, rinse, repeat until you've beaten 5 rooms. The times are set to save into a temporary array for scoring. At the end of each level, your time fades into the center of the open space for about 1.5 seconds, then shoots you to the next level. After all 5 levels are complete, a list of all of the times will be displayed but not right away.
I'm looking at the rando rush completion script from a directorial point of view. Where do I want the player to be looking and when? Should this slide or fade? When should these transitions trigger? When should sounds trigger that are tied to the transitions and items? I have a little picture with crappy arrows and notes next to all of the items intended to be on the completion screen. It should be somewhat suspenseful and give a good rewarding feeling if I can execute it right.
I just got sidetracked by doodling more direction on my paper. >.< It's going to be so sweet.
Text fading in Game Maker is weird. Text isn't handled the same way that an object is. Instead of image_alpha, you have to use draw_set_alpha, then set draw_set_alpha back to 1 at the end of the draw event.
Damn. Time is up. Gotta go to work.
Until next time.
Time spent last night and today: 4 hours