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 #68

8 hours, save phase clarity, launcher and walker mechanics.

Text associated with the save phases is now reflective of the save's status as useful or otherwise. The player will now be notified if it is their first time making it to the save state point, if they improved their saved state, and if the saved state has been optimized. On a save state's creation, there is additional text about how the state is loadable via menu, I'll work on making this read later.

Creating the ability to complete the game via save states. On the first time through a save state the player is allowed to go through without resetting. The reset on repeat visits will be made optional later.

Animated the space bar indicator to better communicate what that silly rectangle is.

Walkers will now only grab hold of the player if the player is their target. This has reduced frustration and supplied increased clarity about walker motives, but also decreased the threat of walkers. The trade off feels right, though there may be walker buffs coming as a result. Walkers now have collision for the player which should resolve some weird proximity issues regarding the spawning of projectiles.

Launches from walker spawner junk consume the junk, not the special gun usage. 

Improved the tracking of player grounded state in order to improve the tracking of whether the player is doomed in order to eliminate reproducible softlocks.

Error quashing.

Project #14 Day #69

Project #14 Day #67