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Project #14 Day #176

8 hours, HUD differentials and flier waves.

The practice HUD differentials have the correct signage. On pause post phase advance the differential pulses slightly. If a split was gold the differential in the pause shows yellow.

Created a new function for spawning basic fliers, Spawn Flier Wave. The function takes a number of units to spawn, gets a quadrant to spawn them in (can skip this step) and then informs fliers spawned in this wave who it is that they were spawned with (all fliers from the same wave store each other in an array). Fliers that are too far from the center of the flock will will course correct inward now, making managing these units a more predictable task.

Flier spawners use Spawn Flier Wave as well.

Removed instances of spawning many single fliers in exchange for larger waves.

Solved spawn function sequencing that was allowing the player to cancel spawns that had only one valid tile if they were standing on that tile even if there were still conditions that could be dropped to increase the number of valid tiles.

Moved the function for resetting to a previous phase in a section to the game mode and bound a key for resetting to the previous phase in practice.

Solved issues around flier and small junk scale requiring special setting.

Project #14 Day #177

Project #14 Day #175