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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 #14 Day #65

8 hours, it plays through. I will be taking a break for a few days now to do applications, reach out and do some reading. 

Removed the timer conditions on phase advancement (phase stage advances still have timer conditions) because they were creating unreasonable pacing issues. Threat check is now used to determine if a phase should advance rather than checking for buildings, this allows the player to better control their own pacing and makes the progression more livable.

Misc phase pacing adjustments.

The numbers on expected pick up amounts line up on all the save phases.

Shooters got a lot of work, its been a hot minutes since I'd seen them. Landing shooters trace for the floor to determine where to land in all cases (previously they never did this). Shooter junk traces for the floor too. This has solved a lot of clipping.

Shooters spawn over ground so they don't plummet into the abyss when I instantly call them to land.

Accelerate phase kills landed shooters.

Shooter junk explosions hit player.

Pulled portal closer to stage post corruption.

Break Check In

Project #14 Day #64