8 hours, run checkpoints.
Cleaned up the full save graph massively.
After any run phase where the player collected all available PUs in the phase the player is given a run checkpoint. The player will also get checkpointed when they complete the PUs of a section, if they collect the last PU from a phase in a later phase. The old checkpoint system for run has been disconnected. This new system will allow me to create a layered flow to the game where the player has different checkpointing when they going faster and hitting breaks, or slower and collecting PUs.
Loading in pick ups will no longer be based on portal metrics, instead the player is loaded into a given section with a sum of their best section PUs.
Working on the doc for Gunhack, trying to pull out the small stuff and get it on a board in meat space so that the document is less cumbersome.