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 #97

8 hours, saving improvements.

Rewrote and condensed the code on save phases. Solved saves refusing to take in portal data (recent development). Solved save phase 1 saving the data from before the portal and player drain. Still hunting down a bug to do with run saves removing practice phase start options if the run saves on an earlier phase.

Tuned player regeneration cooldown, FSJ health and thresholds, and turret warp in effect delay.

Turret warp in effect clears correctly now, previously refused to be removed before creating it's turret.

Added a sure direction and cap to the way pick ups search for turret accessible locations to spawn the warp in effect. The search always moves in the direction of center stage (where walker spawners cannot spawn) and after a number of tries a pick up is spawned at the last checked location rather than a turret.

Fliers only check for the bounce target of their investigated launcher, they do not check the entire launcher chain because they won't take the whole chain, they are going to pull out half way through the first launch. This should also fix the infinite loop issue around flier wave spawns.

Project #14 Day #98

Project #14 Day #96