WEEKLY NARRATIVE
This week I worked more on stamina and making it more fitting for our speed, changing it initially to lock and allow over consumption to negative stamina that would punish the players by sending out the pulse to alert enemies. I set up the ground work for the triggering the pulse and then Tin set up the pulse itself. Towards the end of the week I also had to do adjustments on the stamina to fit better with designs ideal
CONTENT WITH HOURS
- Over consumption of stamina (2 Hours)
- Stamina bug fixes and adjustments (1 Hours)
- Blogging (0.5 Hours)
WORKFLOW EXAMPLES
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| Over using stamina will send a pulse and lock the players abilities, seen here by the yellow bar |
POSITIVE OUTCOMES
- Stamina is shaping up to be a more complex system which is more fun to play around with and gives players more choices
NEGATIVE OUTCOMES
- Originally a lot of wasted time on what I thought was scripting bugs and issues with color turned out to be multiple objects using the stamina script which was causing UI issues

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