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Project #14 Day #244

8 hours, gun access.

Split the gun level into two variables: gun primary level and guns secondary level. These levels determine the way in which the left and right guns fire and look. These levels are derived from the number of sections the player has gotten to a perfect pick up count. These variables also now allow me to hand out upgrades to only half the weapons set, and allows debuffs to impact the level of the weapon set unevenly.

The player can also now switch the tier of the their guns with 1,2,3 and z,x,c for prim and sec. This is limited to weapon levels that have been unlocked via perfecting pick up collection.

The player will always load in with their highest levels equipped. The player will always be pushed to their highest levels when they receive a gun advancement. The guns visually change as they are swapped around. Boosted status is preserved across level changes.

Test for gun upgrade rewritten to test whether the player has gotten another phase to PU perfection. Save process now can tell if the section has perfect PUs for the first time.

All save phases have a generic weapon advancement response that points it out, gives the upgrade, and a small amount of time for the player to play with it. More work on this coming, it should be a whole big thing. Sec 1 first time completed has special text. Point of note Perfect PUs are only counted on the server continuity.

Changed shooter beam to downgrading secondary fire level only. Reducing and resetting secondary fire around this debuff should work, but is untested.

Solved sec 0 loads no setting gun preplay.

Project #14 Day #245

Project #14 Day #243