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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 #29

8 hours, state tracking and launch guns.

After exiting a launched gun state (bomb/laser), or entering hover state with jump from launched, the player has the ability to fire their standard gun before landing. Tracking when the player is launched but has not activated a hover as a means of gating access to multiple launch gun uses during a single jump. The launch laser takes the same amount of time to kill everything in the game except for fliers (because they don't have health bars) which are destroyed outright. The laser no longer expects you to trace a building vulnerability through the hull, hitting a building at all will cause damage. Only hits one spawner at a time, but any number of small units. Launch bombs only deals damage to what it currently on screen. It one-shots smalls, deals small damage to large enemies and deals damage to building vulnerabilities that the player has a clear line of sight on (this had to get custom for each building type). Damageable interface now also lets a call be made to check if the object is on screen.

Flyers spawner junk can be destoryed if you put enough damage into it.

Project #14 Day #30

Project #14 Day #28