Blog:
Where I track my Progress and logged hours.

Archive:
Where you can obtain my completed projects and steal my rules for First Blood.

Project #10 Day #18

7 hours, traps and head shots. 

Spells that are queued up during the cast of 90 cal net will be cast during the dash backwards. This enables the weird disjointed peacemaker and some fun movement issues. E generates a head shot opportunity on a hit enemy. Double range head shots verse targets that have been marked by w or e have been added to the game. Once the target has been debuffed the player can issue an attack command on them to make a single head shot on them from double AA range. Snap trap is now mostly in. Pressing w triggers the player to walk into range of the command position and place a trap there. Trap has a 0.25 second placement time then the player regains control. The w skill can hold 3 charges, these will replenish themselves back up to 3 if diminished. The player is only locked out of casting if all charges are used. Traps have their arming time of 1.1 seconds. They detect collisions with enemies and ally the head shot debuff, allowing the enemy to be selected for a double range head shot. Consuming the head shot debuff takes precedent over a standard auto attack, so even if the player is in range for an auto attack it will perform a head shot instead. These new head shots do not advance the auto attack head shot counter nor use that charge associated with the passive.

Project #10 Day #19

Project #10 Day #17