Version 1.3
Parkour Generation and Gameplay Balance
Highscores and Player Feedback
- Extended the parkour height logic so the system no longer generates only upward jumps.
- Added controlled downward jump generation to keep long runs vertically balanced.
- Kept the vertical step limit within playable bounds at
-1,0, or+1per section.- Added symmetrical drift correction so long runs stay closer to the intended playable height range instead of climbing permanently toward the world limit.
- Equalized upward and downward probabilities so neither direction is inherently favored.
- Preserved landing safety checks for collision-free placement, headroom, and valid player movement.
Self-Test and Data Cleanup
- Updated the fall-end display so a newly achieved personal best is shown immediately when a run ends.
- Changed best-score messaging to use the higher value of the stored highscore and the current run score, preventing outdated values from being shown after a record run.
- Reworked the self-test to use a fixed, clearly identifiable test UUID instead of a random one.
- Added cleanup before the write test to remove any leftover self-test entry from previous runs.
- Added cleanup after the read test so temporary self-test users no longer remain in scoreboards or ranking lists.
- Reduced the self-test score to a low value so even temporary test entries do not meaningfully interfere with public score displays.
