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Improving Feedback And Player Experience

Now that you have the core gameplay, it's important to give the player visual feedback when they perform actions, such as:

  • An objective marker that shows the player where to go.
  • Adding more time to the countdown when the player scores.
  • Only starting the game when the player enters the vehicle.
  • Removing extra pizzas from the player when they pick up a new item so the player doesn't drop pizzas on the map.

By completing this step in the Time Trial: Pizza Pursuit tutorial, you’ll learn how to polish a game.

Showing the Player the Next Selected Pickup Zone

Follow these steps to add an objective marker that shows the player where to go. Update the game_coordinator_device.verse file:

  1. Add an editable objective_marker named PickupMarker that has the public specifier to the game_coordinator_device class. @editable PickupMarker<public> : objective_marker = objective_marker{}
  2. At the beginning of the PickupDeliveryLoop() function, enable the Map Indicator device associated with the PickupMarker object and set up a defer to deactivate and disable the device when the function exits. PickupDeliveryLoop<private>()<suspends> : void = PickupZonesTags : []pickup_zone_tag = array{pickup_zone_level_1_tag{}, pickup_zone_level_2_tag{}, pickup_zone_level_3_tag{}} MaxPickupLevel := PickupZonesTags.Length - 1 FirstPickupZoneCompletedEvent := event(){} <# Defer disabling the MapIndicator so that terminating the PickupDeliveryLoop always ends up disabling the marker. Defer also executes if the PickupDeliveryLoop is canceled. #> defer: if (ValidPlayer := MaybePlayer?): PickupMarker.MapIndicator.DeactivateObjectivePulse(ValidPlayer) PickupMarker.MapIndicator.Disable() PickupMarker.MapIndicator.Enable()
  3. When the next pickup zone is selected, move the pickup marker to the selected pickup zone and call PickupMarker.MapIndicator.ActivateObjectivePulse() to guide the player toward it.

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    Last updated May 12, 2026
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