Each player/enemy has a finite amount of power to allocate to different "specs".
The specs use the power level and curves to determine values for behaviour and other systems.
Each player/enemy has a finite amount of power to allocate to different "specs".
The specs use the power level and curves to determine values for behaviour and other systems.
Doesn't look like much, but it's nice to see systems coming together.
All movement (player+enemy speed/accel/decel), weapon firing+spread+cool down, and enemy sequencing is driven by a "power allocation" system. Most things will be based on this.
Doesn't look like much, but it's nice to see systems coming together.
All movement (player+enemy speed/accel/decel), weapon firing+spread+cool down, and enemy sequencing is driven by a "power allocation" system. Most things will be based on this.
Avoided this and work thinking at first, until the brain got too itchy (aka bored).
Pretty set to get cracking as soon as I get back home.
Avoided this and work thinking at first, until the brain got too itchy (aka bored).
Pretty set to get cracking as soon as I get back home.
So in the spirit of "you can just do things", I made a skip track button which can be dragged anywhere on the screen.
Problem solved in about 30 minutes.
So in the spirit of "you can just do things", I made a skip track button which can be dragged anywhere on the screen.
Problem solved in about 30 minutes.
Outrageously simple way to find files on the filesystem.
Outrageously simple way to find files on the filesystem.
Paired with #Laravel collections/relations it'll be trivial to queue/list actions for schedules.
Paired with #Laravel collections/relations it'll be trivial to queue/list actions for schedules.