Lots of progress. Scent generators do their jobs (when set on a timer), there’s a lot more information in the interface, the sound system is almost working (at the moment you can only hear explosions), holograms are almost working, monster info is displayed in a crude manner, and for the memory system to work I just have to hide the bits that are unknown. Messages and other big wodges of text behave nicely, there’s a speed system, both player and monsters can run, subject to the constraints of stamina (and running speed decreases as stamina is depleted). Screenshot and second prerelease will appear sometime-ish.
- remote controls
- brain slices
- working holograms
- gradated sensitivity to scent for monsters
- correct sound sensitivity (explosions make you deaf for too long, footsteps are inaudible)
- critical hit system
- option to pick up/put down/hide/activate/configure items (at the moment only throwing works)
Winning is now a bit too easy, because high explosives kill things very reliably. I’ll crank up the monster spawn rate when all the player’s nice toys are implemented.