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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 #13 Day #31

9 hours, WE BACK. One week off, fought a little illness, applied to a couple studios, celebrated a holiday, birthday planning, lets bust a little ass.

A long pass over how the spawners look and are instantiated. Spawners zip in from far above when spawned. Spawners no longer simulate physics to minimize the tomfoolery that happens on occasion. This also allows me to be more exact about when these buildings begin spawning, and allows me to tighten the window between spawner spawn and their first creations. Casting for obstacles more consistent. Highlighting flying spawner with emissive orange that drains out into unemissive purple after landing. Spawners regain light emissions as they put out waves so that progress toward putting out the call is loosely trackable. Walker spawner got a little bit of a visual redo so it doesn't remind me of Pikmin as much. Walker spawner vulnerability orb falls from sky, then the spawner's material fades up, materializing around it (had to learn a good bit about materials to figure that out). Walker spawner inhibits mobility less while remaining hard to deal with at range. Each walker created procs a pulse from the spawner.

Project #13 Day #32

Project #13 Day #30 - Milestone