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

Project #14 Day #125

8 hours, more checkpoint loading.

Gathering new player variables : rotation, landing goal and launch selection state (counting launch bomb state and launch laser state as being in the launch selection state, essentially refunding the usage to the player).

Now manually activating functions in the player character as load requires : damaged state and boosted state.

Shooter Junk: location, rotation, health, velocity, is time bomb, is proxi bomb, is landed, time till explosion. Also when loaded in they update visually to match if their bomb types.

The platform is sized correctly for section 2 respawns.

Current split time is carried over on respawn. This allows us to not disqualify attempts containing a death. "Timer Desynced" status removed.

Play Menu is offering the correct starting points for practice, I mean it this time, I swear.

Reorganized the section 0 scripting to be 3 phases instead of 19 linear stages. This makes check pointing easier. Replaced all references to stages in section 0 with the new correct phase reference. Works nicely with the new way check pointing naturally bounces back to phase start.

Project #14 Day #126

Project #14 Day #124