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 #136

8 hours, shooter beam and junk damage rework.

Flier beam damage reduced severely, previously it was a swift sentence. Now causes the player's gun to behave as though it were reduced by one level. This has no impact on gun 1. Whether a player has this debuff is persisted across section loads. The debuff only lasts for 0.25 seconds after the last instance of damage.

Phase advancement has been locked behind the player being full health to reward clean clears and make it so I don't have to worry about saves with a ton of debuffs. Starting a phase with a bunch of fading debuffs sounds incredibly unpleasant and shouldn't happen.

Learned lots about the material system, noise, tessellation, making height maps, etc.

Created a dome of billowing smoke for use by the shooter junk. After shooter junk detonation this dome of smoke is spawned which blocks vision and looks cool. 

Documentation work.

Project #14 Day #137

Project #14 Day #135