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Project #14 Day #205

8 hours, fast tracking the loop.

Did a small lighting and material pass on some features. Adjusted pick up lighting to stop halving the frame rate when the portal makes large actions. Reduced the severity of walker spawner lighting. Some other misc tweaks, still more to do, but its not pressing, I have now fixed the most hideous frame offenders.

The floor scoring needs to be handled differently, coloring everything feels too busy so for the moment I have reduced the coloring of tiles to those within 3 tiles of the occupied. The problem with this then becomes that the difference between individual tiles is massively evident, the material needs to smoothly transition toward a standard emissive white past occupied tiles.

Section 0 phase 0 is a microcosm of the larger game. After system boot the system will ID a exploitable port and spawn 2 pick ups on the platforms. The player has 8 seconds to collect both pick ups and get through the portal before the port is compromised, the pick ups are cleared, all collection metrics are reset, and the system attempts to find a new port. With 8 seconds the player can respond from the middle platform and make it through barely. Preempting a spawn location there should be a nice buffer. 

Project #14 Day #206

Project #14 Day #204