Blog:
Where I track my Progress and logged hours.

Archive:
Where you can obtain my completed projects and steal my rules for First Blood.

Project #14 Day #101

8 hours, tutorial tuning.

A "activate" prompt appears over the first launcher I want the player to take from the time that it is made active to the time that it is used. The critical data HUD elements only appear after the player takes this first launcher.

Hex launcher material now can fade in and out. Starting a fade out does not eliminate collision for the player. Material starts dark then gets a hard pulsing glow when active. The player is blocked by the launcher layer now when a launcher is inactive. Hex launcher emits a bright flash when a pick up is collected. A launch from a hex launching will trigger the launch action selection state of the player if their guns are active (post first launch). This allows the player to mess around with the options if they would like.

The portal bridge spawns farther from the platform since the arena is now larger at the start. Decreased the arena starting size. Brought the away launcher to center. The preexisting turret ring does not issue it's spawning audio cue.

Enabled launch reentry speed to be calculated for launches of different heights.

Phase timing tuning. Filling out the walk times and allowing the player time to figure out whats going on.

Script organization.

Q.A.

Project #14 Day #102

Project #14 Day #100