8 hours. Damn I need a day off. This one was a real grind, made some silly mistakes that cost a couple hours. Gonna take tomorrow off, do a podcast, nap, DM, I dunno.
Today is not without its fruits. Spike traps are now in the game. They exist on floor tiles. They have four states, hidden, exposed, extended and broken. In the extended state they are hazardous to the player. If they are attacked or the player is hit by the trap they break and stop cycling states. If broken without damaging the player they yield coins like an enemy based off distance traveled. The length of time each of these states takes is accessible through the inspector and and all be set through the master prefab instantiation object. The flame trap is in as well. It operates in much the same way, but it only has three states (off, flaring, waning), two of which are hazardous and both of which will one shot the player. They are also unbreakable. Bats are mostly in the game. They have two of their three movement modes accounted for. They can be given horizontal boundaries which they bounce off in a horizontal line, or they can be assigned a circle in which to rotate. There are complex paths that they follow in the game as well, but they will require more time and footage watching to recreate than makes sense today. They put out coins when attacked and can harm the player.
I've worked 9 days in a row. Thats not great.