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Project #14 Day #193

8 hours, walker target selection.

All tracking assignment for walkers is done on the walker instead of having individual objects call for trackers. Each trackable object has a max number of trackers that can assigned to it and the itrackable interface can return if a object is full on trackers or not. Walkers look for something to track each second if they are currently tracking the player character. When faced with multiple trackable targets they will first attempt to track a landed shooter followed by, incomplete turret, stat pick up, split off pick up and standard pick up. Within these classes they will select the actor that is closest to their current location. If there are no trackable targets, they are assigned to follow the player.

Section 2 has the threat bar enabled, the implementation isn't perfect yet.

Flier spawner single vuln has the ability to activate an intro HUD element for its introductory phase.

More Section 2 phases roughed out.

Documentation work.

Project #14 Day #194

Project #14 Day #192