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Where I track my Progress and logged hours.

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

Project #14 Day #135

8 hours, FSJ blast damage rework.

FSJ blast no longer does damage to the player. Instead it hits the player with a fading snare, locks out both primary and secondary fire, and causes the player to be far sighted. 

Created a generic function to manage the duration of primary and secondary fire lock outs. When a lock out effect is applied it will only override the current lock out effect if it has a longer duration, both lock out types are tracked independently.

Locking out a fire mode stops any current usage. Having a fire command buffered will cause the fire mode to come out on the first frame is it available.

Slow effect durations are tracked in independent functions but there is a generic function that calculates the movement speed of the player when the slow conditions change.

Created two new depth of field settings, far sighted and legally blind. Legally bind is used when the player is both far and near sighted at once. Created generic post processing effect management function that all sources of vision impairment reference.

Everything gets cleared by launch!

Started work on Flier beam damage rework. I'll do that whole write up tomorrow.

Project #14 Day #136

Project #14 Day #134