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Project #14 Day #194

8 hours, HUD behavior.

Respawning the player enables the threat bar tracking if we boot into a non-0 section.

Fixed a issue where the HUD elements associated with the stationary pick ups would get stuck in the top left corner of the screen when activated while out of player sight. This has lead to larger standardization of unit bound HUD elements that is ongoing. Everything is being moved to a method of adding the removing elements instead of changing their visibility and they will no longer created if they will not be immediately rendered to the screen.

In section 0 phase 1 and 2 the critical data is given a tracking Acquire HUD element.

In non-0 sections the critical data element defines the placement of the time remaining HUD element when on screen. I'm happy with how this looks and wonder if I can extend this sort of function to other HUD elements, secondary objective bar jumps to mind.

Increased the delay between walker warp in effect spawn and the time at which it generates the walker itself. This is to enable me to spawn these directly adjacent to the player and to fictionally justify the presence of walker spawners.

The section 2 rough draft is complete.

Documentation organization persists.

Project #14 Day #195

Project #14 Day #193