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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 #33

9 hours, lurk, pick ups and spawners. Uhhhhh... flier, not flyer.

Scripting out more of the combat, still introducing everything and then taking the time to touch it up a bit. Walker spawners can no longer fire off a spawn into the floor, breaking my scripting and stopping all sequential spawns. Walkers when spawned use the teleport particle for a little flare. Fliers spawn in bright then fade over a few seconds. Flier material layers synced up. Pick ups home better, stand out more and have a cute particle tail. Basic flier spawner vulnerabilities are invisible until the first wave is released, the building spawns with a random rotation and can now be spawned with a single or dual vulnerability regardless of time in game. The teleport particle doesn't look like crap any more. Pick up tail persists through pick up. Teleport particle showing up correctly behind off stage spawns. Lurk uses flier material. Lurk behavior fixed by priming last scene variable, increasing the distance at which they will veer so that it doesn't feel like some kind of bug when they do, made turns less predictable to reduce abuse and increased the time lurk must spend of screen to become bashful once more.

Project #13 Day #34

Project #13 Day #32