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Where I track my Progress and logged hours.

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

Project #10 Day #26

6 hours, spawners and management. Stopping early today because while it has been a good day for brain power, its spent. The only think I can think to do isn't something I can wrap my head around tonight (telling minions to stop over lapping). I'd rather come back to it tomorrow than stress over it with my currently aching head. ALSO holy shit I forgot to do a half way mark on this one, but have you seen this hour count, I'm on pace for 200. No wonder I'm feeling like trash after 6 hours. My sleep is getting away from me.

Ranged minions now attack for damage and not for fun. Removed the speed penalty variable from the node class, grid script and path finding scripts. Mobas can't possibly be using that, its not what players want and it could be hugely expensive on path finding time. Minion movement loops at the end of path instead of breaking. This is a temp fix. Minions create their own movement targets instead of needing to be assigned one. There are minions spawners. These spawners assign the minion's material, layer and movement path. Hugely reduced the rate a which minions request updates to their pathing. Multiple waves on deck was causing the game to chug, they just aren't that important. Instead, minion pathing has a couple more actions that cause the path to refresh on command, so they react to changing situations just fine. Fixed path request manager having fail states thanks to combat eliminating requesters. These all are sorted for now but I'm sure I'll somehow end this project with a few wacky ones in there.

Project #10 Day #27

Project #10 Day #25