8 hours, regen and walker collision.
New regeneration system. Player regenerates much slower and via a loop not bound to tick so that the rate is consistent. This regen rate won’t cut it on it’s own. To help with this a number of changes have been made to empower proactive players in addition to the standard full heal from powered data.
Being launched heals the player for a chunk and starts the regeneration process. Cleaned up the player launch response while I was in there. The launchers will eventually need a particle that suggests that they will be helpful.
The phase completion test will start the player’s regeneration immediately if there are no threats on the field.
Walkers and lurkers will drop a new pick up called power onto the field. Power is a stationary drop that expires after a fixed period. Collecting power empower the player’s guns, provides a chunk of health and enables regeneration.
Started work on a new method of ensuring that walkers do not get too close to the player, preventing them from being shootable. So far so good, its just new math. Also working on expanding this separation to pushing walkers away from one another as well.
Cleaned up the walker event graph while I was in there.
Moved the function for determining killer name from the game mode to the post play menu where it is used.
Small edits to opacity of prime projectile effective hit particle. Prime projectile now using correct effective hit particle effect.