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Project #14 Day #241

8 hours, HUD management.

When a practice phase 0 is loaded the player is allowed to elect to start the phase at their leisure. This way the player can position themselves to best respond to the wave's start. The timer start and wave start is triggered by an R press. This information is now conveyed on the interface during these periods.

During a section report there is text on screen to indicate that Tab will advance play.

Managing what is visible on the HUD at any moment is a constant struggle. Considering taking some time to make some simple purpose built events in the Game HUD that set the HUD for an event.

Fixed gold splits for save phases never being saved into the save data despite being calculated correctly.

Pick up material is brighter the further it is from the player.

Fixed an issue where a phase advance condition required a tether target to be invalidated, causing the prime comms text to stop tethering to objects in play.

Project #14 Day #242

Project #14 Day #240