8 hours, HUD element introductions.
New run opening. On run start, vision fades in as the player boots. The power tracking HUD element is moved center screen and racks up to 100%. On reaching 100 there is small delay and then the element is moved back to it's corner and the player is given control of their character.
Similar sequence for introducing the build indication. It is moved center screen as the pick ups pour in, then delay after hitting 96%, and relocate.
Changed the floor on the power value to 100 rather than 0. The 0 makes it seem like the player should shut down when I drain the power.
The intro is now on a strict sequence. This makes for a better tutorial space and now that the timer starts later in the game (on detected), I don't feel as bad causing the player to wait.
The bridge to the starting portal proper only manifests after the portal is at 100% build.
Same center screen introduction method applied to the timer HUD element.
Design doc work.
Double checked the split timer math. Math seems good but it sure doesn't show up on the dang screen. We'll get that tomorrow maybe.