Created a simple UI around the reticle to mark your "cached misses" and show the recharge progress.
If you run out of cached misses, you can't shoot anymore. You don't expend any if you hit a target.
This prevents players from spamming fire but with some forgiveness.
Created a simple UI around the reticle to mark your "cached misses" and show the recharge progress.
If you run out of cached misses, you can't shoot anymore. You don't expend any if you hit a target.
This prevents players from spamming fire but with some forgiveness.
Made a new version of target movement for the tunnel prototype
Made a new version of target movement for the tunnel prototype
We've got round goals and round difficulty increases and selling stuff now!
We've got round goals and round difficulty increases and selling stuff now!
After all the planning and groundwork and refactoring:
* The store system is in!
* Can drag and drop items between inventory slots
* Can drag items to buy to your inventory
After all the planning and groundwork and refactoring:
* The store system is in!
* Can drag and drop items between inventory slots
* Can drag items to buy to your inventory
* Big refactor to create item system version 3 to shore up some of the annoyances from the second version
* Implemented two new items to test the architecture and expanded the architecture to support them
Next Up: More items to test/expand the architecture.
* Big refactor to create item system version 3 to shore up some of the annoyances from the second version
* Implemented two new items to test the architecture and expanded the architecture to support them
Next Up: More items to test/expand the architecture.
* Set up a system for certain targets to make them spawn after destroying X number of targets that seemed unfair advantage to put on a probability because it could help a lucky player immensely
* Set up a system for certain targets to make them spawn after destroying X number of targets that seemed unfair advantage to put on a probability because it could help a lucky player immensely
* Fixed some problems with pausing by making a script specifically for managing time
* Added a round goal and denote if you hit it by the end of the timer
* Spent a couple of hours planning the project
Almost able to get to the "here's where it gets weird" part
* Fixed some problems with pausing by making a script specifically for managing time
* Added a round goal and denote if you hit it by the end of the timer
* Spent a couple of hours planning the project
Almost able to get to the "here's where it gets weird" part
Also decided to test out arranging the world more like Neon White. I like the idea of rapid movement through an FPS environment with quick draw targeting.
Also decided to test out arranging the world more like Neon White. I like the idea of rapid movement through an FPS environment with quick draw targeting.