Helleglitch 0.1 (XRAY)

I've been working on a game in the Godot engine called Helleglitch. Check out the page I made about it here.

Below lists this week's .plan file regarding the game.

RisingThumb .plan file for week ending 28/07/2020

This week has been satisfactory. I have practically quadrupled if not quintupled my work output, by adhering to a simple plan of avoiding social media and social interactions during the weekdays. This isn't much of a surprise to me considering social media drains time. I might ultimately suffer for taking this approach, but I think ultimately it's the correct approach as I current see very few benefits from social media. It's a worse form of media compared to classical text, playing games, videos or just movies. The details ultimately aren't important here. Prior to this point in the game's development the game saw only an elementary loot and AI system, a single AI and a level generation system and a buggy lighting system. I still need to produce a lot more game assets however, which will not be very enjoyable task. The design of a .plan file is * for implemented features, + for fixed bugs, and no prefix for bugs that have been noted.



+ Fixed issues with explosives not using the proper values
+ Slight efficiency optimisation with main body textures. Preloaded prior to use
+ Reload can be spammed.
+ LOS shadow should
+ Left click in Terminals triggering an item use
+ Tutorial Teleporter needs to be fixed

Items, Lore terminals need indicator that they can be interacted with.
Lore Terminal without an existing file will crash.
Baked Lighting has some issues with large sizes.

..