october 29

all issues from yesterday seem to have been solved except for the weird bullet thingies from the enemies. Added much needed i frames to the player after receiving impact, made the entrance to the level and set up the connections to the other sections from the main hub. playtested some more and noticed there’s really wonky transitions during the boss battle when cutscenes are activated but i think i can solve that with timeline.

some stuff to do:

>camera and cursor triggers for cursor-based puzzles (pretty much the last thing to do feature-wise, at least for this section/level)
>model new funiture for the entrance section
>polish the aforementioned transitions from gameplay to cutscene
>send new designs to the 3d team
>finish outline for the stage and plan the remaining bits of it

no idea when the whole chapter will be done but it’s gonna be interesting to focus mostly on juicing up and fixing from now on in parallel to actually making the content.

Gonna wrap things up and test whatever newprogrammer throws at me for the rest of the night.