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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 #35

8 hours, gameplay loop and tuning. Off tomorrow!

When the player is hit the phase resets to 0, the field is cleared of everything and the player pick up count resets. Fixed close proximity to the player causing shots to instantiate on the other side of the target. Touched up ineffective hit particle. Basic flyers are faster and turn worse. Lurks turn very well and can be outrun on straights if you hop. Standardized the material used to indicate vulnerability. Walker spawners descend the same but cheat their final resting location to ensure that they don't land too low and spawn into the floor. Player gun pulses with light when a pick up is acquired. Further action taken against flyers going under the stage. Tightening up the introduction section so that theres less dead time and so that slow players will fail.

The walker spawner I was spawning as the first building for the player to shoot wasn't a menacing enough first encounter to get Adam to try to kill it, so the first building spawned will be a turret. Turrets haaaaate players.

Project #13 Day #36

Project #13 Day #34