Post #038 - 09/06/2025 - Monday
Anxiety Update: The player being slowed by their anxiety no longer affects lunges, although you’ll lose the ability to after tracking 8 or more internal orientations to ‘undo’.
HUD Update: Player 2’s HUD is flipped depending on the mode you're in (Player or HUD), so that the direction closest to your head is the one you currently have to ‘undo’.
Anxiety Demo
HUD Demo
Post #039 - 14/06/2025 - Saturday
New Target Rings: The target rings are now animated and coloured.
OCD Lunge Fix: The player no longer tracks internal orientations while lunging. Fixed it with this check: if (state != State.LUNGE) { ocd_orientation_track_direction(); }
Animated and Coloured Target Rings
OCD Lunge (Before)
OCD Lunge (After)
Post #040 - 16/06/2025 - Monday
Added mental static to the Player and HUD when anxiety levels rise. Will probably have the HUD face change too at some point.
Also noticed some layering issues with the player sprites, which is caused by the player being split into four parts (helmet, head, torso, legs). Something isn’t syncing right. I’ll probably fix it tomorrow.
Mental Static Demo
Post #041 - 23/06/2025 - Monday
Fixed the layering issues with the player sprites. Turns out sometimes the depth values were ending up equal, which messed up the draw order. Simple fix in the end.
Before: depth = _depth+(i*0.1); // *i so that helmet is on head, torso is on legs, etc
After: depth = _depth+(i+1); // +i so that helmet is on head, torso is on legs, etc
Consistent Layering (Fixed)