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 #14 Day #56

8 hours, loading in data.

Only save phases and the game start can be selected as practice starts. Only save phases that have been reached are accessible. These start points load in the correct phase and the correct data that was saved at each. Run always boots from the very start of the game.

During intro phases, at the end of each phase the portal progress and the player's power is noted. This information is loaded when the player restarts a phase after dying. This is only done in the intro waves because other waves force a restart from save state.

Removed checks for hard mode and menu components that referenced it, I'm not supporting it. Maybe it will come back, but by the time that happen's I'll have better implementation ideas anyway.

When harmless entities are reduced to loose pick ups the screen displays that threats have been clear for one second.

Separated player power from gate build percent. Added indicator to HUD of build percent. 

Save phase 1 drains player power.

Misc.

Project #14 Day #57

Project #14 Day #55