screen posPretty productive albeit only two major featuresets!
Things i noticed turns out computers without a dedicated GPU struggle with the game ONLY if. The game is Fullscreen but particularly if the game has got various post processing effects. The enemies damage is too low, playing and aiming with a track pad appears to be quite difficult but people remain engag d in the game for an avg of 15 minutes and despite them dying and failing they still want to keep on trying .yet another good sign ! I think i can bring back the proc gen now but actually make it work with room arena layouts rather than room dungeon layouts as much ๐ง ... Gotta make some more changes and playtest to get an idea!. Looks like the settings menu will need some options now to toggle the post global post processing or figure out a way to get it to work on low end devices. I even got the recommendation to make it into a mobile game which makes me wonder ... Why not? ๐
trigger entry or a bound check its fine for this case since we're on a plane if i need more specific things i can worry about that later ๐คBounds-KillBoxAliveActorsManagerenemyKilledEvents I could create some sort of dynamic authorable rules that checks for what actor died compare it against arbitrary rule sets that change and that way i could create a simple quest system!ms of processing when reloading domain