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D2X-XL Worklog

Notes on features and problems from the development of D2X-XL, newest first.

Triggers, Doors and Hub Levels

For 2.0 I have gone through the game logic around triggers, doors, the reactor and hub levels and consolidated it.

A trigger setting off other triggers now does so reliably, also when a robot fires it, and triggers looping back on themselves fire once and not over and over. A delayed trigger keeps its remaining delay when you save and load, and a player joining a multiplayer match receives the state of every trigger.

Hub levels keep their state: leaving such a level stores it, returning to it restores it, and you keep everything you have gained in the meantime. A level whose reactor has been destroyed cannot be entered again. Save games contain the states of all levels.

The two sides of a door and the parts linked to it now switch together, and a door that is blocked while closing opens again. The reactor keeps its damage and its state when a game is loaded.

One thing to know: save games from older versions cannot be loaded anymore.