Small implementations made throughout the week, one of the most important is undoubtedly the process to indicate which is the period of the day during which the departure occurs (morning, afternoon or evening) and the influence that this causes in various parts of the game.
Period of the day
I implemented a feature which allows me to identify through an enumeration which is the period of the day during which the match occurs. This affects light effects for now, but will probably be used in many other parts of the game (including sound).
The influence of light on the scene is something I can adjust standardized form, and will not be complex, so if for example you want to leave the ambient light from the darkest night effect, this is a simple adjustment in a function.
In the image above we have a clear example of the behavior, the scenario so far was dark and standardized to be run at night, now with a simple change of variable, the behavior of objects related to the environment are already beginning to suffer the influence of period of the day chosen.
Broken base (or not)
One of the parts that I was planning to work on behalf of interlocked operations with the object, it was when the base and destroyed. The process so far meant that the base was also destroyed (causing obviously multiple errors because the game object that is a reference to various operations if lost).
The particle effects still need to be improved (as well as the lamps) but you can already get an idea of how the whole process.
In addition, the process is already displaying a window of game over when the base's energy reaches zero, the prototype is still quite simple and should work on it over the next week.
Part of the restart process of phase that is already working today will be employed in choosing ' try again ', or simply the player will be directed to the map.