Dev stream of the making of Zombie Barrel Blast, #2. In this clip I was tackling timed barrels. The first thing I did here was make it so the player can move timed barrels up and down. That was simple enough.
What was a little more complicated was ensuring that stationary barrels do not appear behind timed barrels. The reason for this is that I do not want to create an impossible situation where the player cannot properly launch to the next barrel.
My way of doing it was a bit roundabout, but for good reason. It will make implementing further changes far far easier, giving me a better record of what object is in what place at what time.
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